Lines Matching defs:rsd
49 struct MALI_RENDERER_STATE *rsd)
53 rsd->properties.uniform_count = info->push.count / 4;
54 rsd->properties.shader_has_side_effects = info->writes_global;
55 rsd->properties.fp_mode = MALI_FP_MODE_GL_INF_NAN_ALLOWED;
60 rsd->properties.work_register_count = info->work_reg_count;
62 rsd->properties.shader_reads_tilebuffer =
66 rsd->properties.force_early_z =
87 rsd->properties.pixel_kill_operation = MALI_PIXEL_KILL_## kill; \
88 rsd->properties.zs_update_operation = MALI_PIXEL_KILL_## update; \
93 struct MALI_RENDERER_STATE *rsd)
101 rsd->properties.shader_modifies_coverage = coverage;
119 struct MALI_RENDERER_STATE *rsd)
122 rsd->preload.uniform_count = fau_count;
125 rsd->properties.shader_register_allocation =
133 rsd->preload.vertex.vertex_id = true;
134 rsd->preload.vertex.instance_id = true;
138 pan_shader_classify_pixel_kill_coverage(info, rsd);
141 rsd->properties.shader_wait_dependency_6 = info->bifrost.wait_6;
142 rsd->properties.shader_wait_dependency_7 = info->bifrost.wait_7;
147 rsd->properties.point_sprite_coord_origin_max_y = true;
149 rsd->properties.allow_forward_pixel_to_be_killed =
152 rsd->preload.fragment.fragment_position = info->fs.reads_frag_coord;
153 rsd->preload.fragment.coverage = true;
154 rsd->preload.fragment.primitive_flags = info->fs.reads_face;
159 rsd->preload.fragment.sample_mask_id =
167 rsd->message_preload_1 = info->bifrost.messages[0];
168 rsd->message_preload_2 = info->bifrost.messages[1];
173 rsd->preload.compute.local_invocation_xy = true;
174 rsd->preload.compute.local_invocation_z = true;
175 rsd->preload.compute.work_group_x = true;
176 rsd->preload.compute.work_group_y = true;
177 rsd->preload.compute.work_group_z = true;
178 rsd->preload.compute.global_invocation_x = true;
179 rsd->preload.compute.global_invocation_y = true;
180 rsd->preload.compute.global_invocation_z = true;
193 struct MALI_RENDERER_STATE *rsd)
199 rsd->shader.shader = shader_ptr;
200 rsd->shader.attribute_count = shader_info->attribute_count;
201 rsd->shader.varying_count = shader_info->varyings.input_count +
203 rsd->shader.texture_count = shader_info->texture_count;
204 rsd->shader.sampler_count = shader_info->sampler_count;
205 rsd->properties.shader_contains_barrier = shader_info->contains_barrier;
206 rsd->properties.uniform_buffer_count = shader_info->ubo_count;
209 rsd->properties.shader_contains_barrier |=
211 rsd->properties.stencil_from_shader =
213 rsd->properties.depth_source =
220 rsd->multisample_misc.evaluate_per_sample =
225 pan_shader_prepare_bifrost_rsd(shader_info, rsd);
227 pan_shader_prepare_midgard_rsd(shader_info, rsd);