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Searched refs:SetupInst (Results 1 – 4 of 4) sorted by relevance

/external/mesa3d/src/mesa/drivers/dri/r200/
Dr200_fragshader.c368 if (shader->SetupInst[0][reg].Opcode) { in r200UpdateFSRouting()
372 txformat |= (shader->SetupInst[0][reg].src - GL_TEXTURE0_ARB) in r200UpdateFSRouting()
379 if (shader->SetupInst[0][reg].Opcode == ATI_FRAGMENT_SHADER_PASS_OP) { in r200UpdateFSRouting()
381 if (shader->SetupInst[0][reg].swizzle == GL_SWIZZLE_STR_ATI || in r200UpdateFSRouting()
382 shader->SetupInst[0][reg].swizzle == GL_SWIZZLE_STQ_ATI) { in r200UpdateFSRouting()
396 else if (shader->SetupInst[0][reg].swizzle == GL_SWIZZLE_STR_ATI || in r200UpdateFSRouting()
397 shader->SetupInst[0][reg].swizzle == GL_SWIZZLE_STQ_ATI) { in r200UpdateFSRouting()
417 if (shader->SetupInst[0][reg].Opcode) { in r200UpdateFSRouting()
418 txformat_multi |= (shader->SetupInst[0][reg].src - GL_TEXTURE0_ARB) in r200UpdateFSRouting()
420 if (shader->SetupInst[0][reg].Opcode == ATI_FRAGMENT_SHADER_PASS_OP) { in r200UpdateFSRouting()
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/external/mesa3d/src/mesa/main/
Datifragshader.c88 if (s->SetupInst[i]) in _mesa_delete_ati_fragment_shader()
89 free(s->SetupInst[i]); in _mesa_delete_ati_fragment_shader()
347 if (ctx->ATIFragmentShader.Current->SetupInst[i]) in _mesa_BeginFragmentShaderATI()
348 free(ctx->ATIFragmentShader.Current->SetupInst[i]); in _mesa_BeginFragmentShaderATI()
358 ctx->ATIFragmentShader.Current->SetupInst[i] = in _mesa_BeginFragmentShaderATI()
414 GLuint op = curProg->SetupInst[j][i].Opcode; in _mesa_EndFragmentShaderATI()
416 GLuint src = curProg->SetupInst[j][i].src; in _mesa_EndFragmentShaderATI()
417 GLuint swizzle = curProg->SetupInst[j][i].swizzle; in _mesa_EndFragmentShaderATI()
501 curI = &curProg->SetupInst[curProg->cur_pass >> 1][dst - GL_REG_0_ATI]; in _mesa_PassTexCoordATI()
574 curI = &curProg->SetupInst[curProg->cur_pass >> 1][dst - GL_REG_0_ATI]; in _mesa_SampleMapATI()
Dmtypes.h2146 struct atifs_setupinst *SetupInst[2]; member
/external/mesa3d/src/mesa/swrast/
Ds_atifragshader.c336 texinst = &shader->SetupInst[pass][j]; in execute_shader()