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Searched refs:nir_variable_create (Results 1 – 25 of 28) sorted by relevance

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/external/mesa3d/src/compiler/nir/
Dnir_lower_passthrough_edgeflags.c38 in = nir_variable_create(shader, nir_var_shader_in, in lower_impl()
42 out = nir_variable_create(shader, nir_var_shader_out, in lower_impl()
Dnir_lower_drawpixels.c57 texcoord = nir_variable_create(state->shader, in get_texcoord()
72 nir_variable *var = nir_variable_create(shader, in create_uniform()
Dnir_lower_bitmap.c70 texcoord = nir_variable_create(shader, in get_texcoord()
Dnir_lower_io_types.c60 nir_variable *nvar = nir_variable_create(state->shader, var->data.mode, in get_new_var()
Dnir_lower_atomics_to_ssbo.c215 ssbo = nir_variable_create(shader, nir_var_shader_storage, in nir_lower_atomics_to_ssbo()
Dnir_lower_samplers_as_deref.c148 var = nir_variable_create(state->shader, nir_var_uniform, deref->deref.type, path); in lower_deref()
Dnir_lower_wpos_ytransform.c54 nir_variable *var = nir_variable_create(state->shader, in get_transform()
/external/mesa3d/src/intel/blorp/
Dblorp_clear.c67 nir_variable *frag_color = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_clear_kernel()
128 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs()
132 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs()
143 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs()
147 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs()
155 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs()
159 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs()
812 nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_mcs_partial_resolve_kernel()
Dblorp_nir_builder.h30 nir_variable_create(b->shader, nir_var_shader_in, in blorp_nir_frag_coord()
Dblorp_priv.h149 nir_variable *input = nir_variable_create((shader), nir_var_shader_in, \
Dblorp_blit.c87 v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in, in brw_blorp_blit_vars_init()
92 v->color_out = nir_variable_create(b->shader, nir_var_shader_out, in brw_blorp_blit_vars_init()
/external/mesa3d/src/intel/vulkan/
Danv_nir_lower_multiview.c130 nir_variable_create(b->shader, nir_var_shader_in, in build_view_index()
214 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
220 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
Danv_nir_lower_input_attachments.c35 nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in, in load_frag_coord()
/external/mesa3d/src/amd/vulkan/
Dradv_meta_blit.c43 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader()
47 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader()
114 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader()
129 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, in build_nir_copy_fragment_shader()
148 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader()
168 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_depth()
183 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, in build_nir_copy_fragment_shader_depth()
202 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader_depth()
222 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_stencil()
237 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, in build_nir_copy_fragment_shader_stencil()
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Dradv_meta_blit2d.c374 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader()
378 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader()
433 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, in build_nir_texel_fetch()
480 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, in build_nir_buffer_fetch()
533 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader()
537 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader()
562 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_depth()
566 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader_depth()
591 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_stencil()
595 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader_stencil()
Dradv_meta_resolve_fs.c43 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader()
69 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_resolve_fragment_shader()
74 nir_variable *fs_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "fs_pos_in"); in build_resolve_fragment_shader()
77 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_resolve_fragment_shader()
Dradv_meta_bufimage.c53 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itob_compute_shader()
58 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itob_compute_shader()
279 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_btoi_compute_shader()
284 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_btoi_compute_shader()
499 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itoi_compute_shader()
504 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itoi_compute_shader()
712 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_cleari_compute_shader()
Dradv_meta_clear.c56 nir_variable_create(vs_b.shader, nir_var_shader_out, position_type, in build_color_shaders()
69 nir_variable_create(fs_b.shader, nir_var_shader_out, color_type, in build_color_shaders()
80 nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type, in build_color_shaders()
416 nir_variable_create(vs_b.shader, nir_var_shader_out, position_out_type, in build_depthstencil_shader()
433 nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type, in build_depthstencil_shader()
Dradv_meta_resolve_cs.c93 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_resolve_compute_shader()
98 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_resolve_compute_shader()
Dradv_meta_fast_clear.c51 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_dcc_decompress_compute_shader()
56 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_dcc_decompress_compute_shader()
Dradv_meta_resolve.c45 f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4, in build_nir_fs()
Dradv_meta.c473 v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4, in radv_meta_build_nir_vs_generate_vertices()
/external/mesa3d/src/mesa/drivers/dri/i965/
Dbrw_tcs.c60 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0"); in create_passthrough_tcs()
62 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1"); in create_passthrough_tcs()
/external/mesa3d/src/mesa/state_tracker/
Dst_nir_lower_builtin.c140 nir_variable_create(shader, nir_var_uniform, glsl_vec4_type(), name); in get_variable()
/external/mesa3d/src/gallium/drivers/vc4/
Dvc4_nir_lower_blend.c560 nir_variable *sample_mask = nir_variable_create(c->s, nir_var_shader_out, in vc4_nir_store_sample_mask()

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