Lines Matching defs:gl_prog

1862                                        struct gl_program *gl_prog,
1871 gl_prog->info.layer_viewport_relative =
1883 gl_prog->info.layer_viewport_relative) {
1897 struct gl_program *gl_prog,
1901 if (gl_prog->info.stage != MESA_SHADER_TESS_CTRL)
1904 gl_prog->info.tess.tcs_vertices_out = 0;
1920 if (gl_prog->info.tess.tcs_vertices_out != 0 &&
1921 gl_prog->info.tess.tcs_vertices_out !=
1925 gl_prog->info.tess.tcs_vertices_out,
1929 gl_prog->info.tess.tcs_vertices_out =
1938 if (gl_prog->info.tess.tcs_vertices_out == 0) {
1954 struct gl_program *gl_prog,
1958 if (gl_prog->info.stage != MESA_SHADER_TESS_EVAL)
1964 gl_prog->info.tess.primitive_mode = PRIM_UNKNOWN;
1965 gl_prog->info.tess.spacing = TESS_SPACING_UNSPECIFIED;
1985 if (gl_prog->info.tess.primitive_mode != PRIM_UNKNOWN &&
1986 gl_prog->info.tess.primitive_mode !=
1992 gl_prog->info.tess.primitive_mode =
1997 if (gl_prog->info.tess.spacing != 0 && gl_prog->info.tess.spacing !=
2003 gl_prog->info.tess.spacing = shader->info.TessEval.Spacing;
2032 if (gl_prog->info.tess.primitive_mode == PRIM_UNKNOWN) {
2039 if (gl_prog->info.tess.spacing == TESS_SPACING_UNSPECIFIED)
2040 gl_prog->info.tess.spacing = TESS_SPACING_EQUAL;
2043 gl_prog->info.tess.ccw = true;
2045 gl_prog->info.tess.ccw = false;
2049 gl_prog->info.tess.point_mode = false;
2051 gl_prog->info.tess.point_mode = true;
2143 struct gl_program *gl_prog,
2150 if (gl_prog->info.stage != MESA_SHADER_GEOMETRY ||
2156 gl_prog->info.gs.invocations = 0;
2157 gl_prog->info.gs.input_primitive = PRIM_UNKNOWN;
2158 gl_prog->info.gs.output_primitive = PRIM_UNKNOWN;
2174 if (gl_prog->info.gs.input_primitive != PRIM_UNKNOWN &&
2175 gl_prog->info.gs.input_primitive !=
2181 gl_prog->info.gs.input_primitive = shader->info.Geom.InputType;
2185 if (gl_prog->info.gs.output_primitive != PRIM_UNKNOWN &&
2186 gl_prog->info.gs.output_primitive !=
2192 gl_prog->info.gs.output_primitive = shader->info.Geom.OutputType;
2207 if (gl_prog->info.gs.invocations != 0 &&
2208 gl_prog->info.gs.invocations !=
2212 gl_prog->info.gs.invocations,
2216 gl_prog->info.gs.invocations = shader->info.Geom.Invocations;
2224 if (gl_prog->info.gs.input_primitive == PRIM_UNKNOWN) {
2230 if (gl_prog->info.gs.output_primitive == PRIM_UNKNOWN) {
2241 gl_prog->info.gs.vertices_out = vertices_out;
2244 if (gl_prog->info.gs.invocations == 0)
2245 gl_prog->info.gs.invocations = 1;
2256 struct gl_program *gl_prog,
2263 if (gl_prog->info.stage != MESA_SHADER_COMPUTE)
2267 gl_prog->info.workgroup_size[i] = 0;
2269 gl_prog->info.workgroup_size_variable = false;
2271 gl_prog->info.cs.derivative_group = DERIVATIVE_GROUP_NONE;
2287 if (gl_prog->info.workgroup_size[0] != 0) {
2289 if (gl_prog->info.workgroup_size[i] !=
2298 gl_prog->info.workgroup_size[i] =
2302 if (gl_prog->info.workgroup_size[0] != 0) {
2314 gl_prog->info.workgroup_size_variable = true;
2319 if (gl_prog->info.cs.derivative_group != DERIVATIVE_GROUP_NONE &&
2320 gl_prog->info.cs.derivative_group != group) {
2325 gl_prog->info.cs.derivative_group = group;
2333 if (gl_prog->info.workgroup_size[0] == 0 &&
2334 !gl_prog->info.workgroup_size_variable) {
2340 if (gl_prog->info.cs.derivative_group == DERIVATIVE_GROUP_QUADS) {
2341 if (gl_prog->info.workgroup_size[0] % 2 != 0) {
2347 if (gl_prog->info.workgroup_size[1] % 2 != 0) {
2353 } else if (gl_prog->info.cs.derivative_group == DERIVATIVE_GROUP_LINEAR) {
2354 if ((gl_prog->info.workgroup_size[0] *
2355 gl_prog->info.workgroup_size[1] *
2356 gl_prog->info.workgroup_size[2]) % 4 != 0) {
2506 struct gl_program *gl_prog =
2508 if (!gl_prog) {
2514 _mesa_reference_shader_program_data(ctx, &gl_prog->sh.data, prog->data);
2517 linked->Program = gl_prog;
2523 link_tcs_out_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2524 link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2525 link_gs_inout_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2526 link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2533 link_layer_viewport_relative_qualifier(prog, gl_prog, shader_list, num_shaders);
2634 vertices_per_prim(gl_prog->info.gs.input_primitive);