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Searched refs:active_shader_mask (Results 1 – 8 of 8) sorted by relevance

/external/mesa3d/src/compiler/glsl/
Dir_uniform.h112 unsigned active_shader_mask; member
Dgl_nir_link_uniforms.c577 uniform->active_shader_mask |= 1 << stage; in mark_stage_as_active()
947 uniform->active_shader_mask |= 1 << stage; in find_and_update_named_uniform_storage()
1331 uniform->active_shader_mask |= 1 << stage; in nir_link_uniform()
Dgl_nir_linker.c554 uniform->active_shader_mask)) { in nir_build_program_resource_list()
Dserialize.cpp451 blob_write_uint32(metadata, prog->data->UniformStorage[i].active_shader_mask); in write_uniforms()
526 uniforms[i].active_shader_mask = blob_read_uint32(metadata); in read_uniforms()
Dlink_uniforms.cpp1063 this->uniforms[id].active_shader_mask |= 1 << shader_type; in visit_field()
Dlinker.cpp4179 uint8_t stageref = shProg->data->UniformStorage[i].active_shader_mask; in build_program_resource_list()
/external/mesa3d/src/mesa/main/
Duniform_query.cpp1025 unsigned mask = uni->active_shader_mask; in _mesa_flush_vertices_for_uniforms()
/external/mesa3d/docs/relnotes/
D20.0.0.rst3362 - glsl: make use of active_shader_mask when building resource list