Lines Matching defs:num_shaders

1784                                   unsigned num_shaders)
1790 for (unsigned i = 0; i < num_shaders; i++) {
1821 unsigned num_shaders)
1829 for (unsigned i = 0; i < num_shaders; i++) {
1864 unsigned num_shaders)
1869 for (i = 0; i < num_shaders; i++) {
1880 for (; i < num_shaders; i++) {
1899 unsigned num_shaders)
1916 for (unsigned i = 0; i < num_shaders; i++) {
1956 unsigned num_shaders)
1981 for (unsigned i = 0; i < num_shaders; i++) {
2064 unsigned num_shaders)
2076 for (unsigned i = 0; i < num_shaders; i++) {
2145 unsigned num_shaders)
2170 for (unsigned i = 0; i < num_shaders; i++) {
2258 unsigned num_shaders)
2283 for (unsigned sh = 0; sh < num_shaders; sh++) {
2372 unsigned num_shaders)
2376 for (unsigned i = 0; i < num_shaders; i++) {
2413 unsigned num_shaders,
2424 for (unsigned i = 0; i < num_shaders; i++) {
2437 num_shaders);
2444 for (unsigned i = 0; i < (num_shaders - 1); i++) {
2451 for (unsigned j = i + 1; j < num_shaders; j++) {
2486 for (unsigned i = 0; i < num_shaders; i++) {
2522 link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
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);
2529 link_xfb_stride_layout_qualifiers(ctx, prog, shader_list, num_shaders);
2531 link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
2533 link_layer_viewport_relative_qualifier(prog, gl_prog, shader_list, num_shaders);
2551 for (unsigned i = 0; i < num_shaders; i++) {
2560 if (!link_function_calls(prog, linked, shader_list, num_shaders)) {
2566 link_output_variables(linked, shader_list, num_shaders);
2651 for (unsigned i = 0; i < num_shaders; i++) {
4628 unsigned num_shaders[MESA_SHADER_STAGES];
4633 num_shaders[i] = 0;
4654 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
4655 num_shaders[shader_type]++;
4674 if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
4675 num_shaders[MESA_SHADER_VERTEX] == 0) {
4680 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
4681 num_shaders[MESA_SHADER_VERTEX] == 0) {
4686 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
4687 num_shaders[MESA_SHADER_VERTEX] == 0) {
4717 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
4718 num_shaders[MESA_SHADER_TESS_EVAL] == 0) {
4725 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
4726 num_shaders[MESA_SHADER_TESS_CTRL] == 0) {
4736 if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
4737 num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
4745 if (num_shaders[stage] > 0) {
4748 num_shaders[stage], false);
4995 num_shaders[MESA_SHADER_COMPUTE] == 0) {