Searched refs:ShaderVisibility (Results 1 – 14 of 14) sorted by relevance
42 dxbc::ShaderVisibility Visibility = dxbc::ShaderVisibility::All;51 dxbc::ShaderVisibility Visibility = dxbc::ShaderVisibility::All;76 dxbc::ShaderVisibility Visibility = dxbc::ShaderVisibility::All;132 dxbc::ShaderVisibility Visibility = dxbc::ShaderVisibility::All;
54 llvm::dxbc::ShaderVisibility Visibility;
92 std::optional<llvm::dxbc::ShaderVisibility> Visibility;99 std::optional<llvm::dxbc::ShaderVisibility> Visibility;130 std::optional<llvm::dxbc::ShaderVisibility> Visibility;140 std::optional<llvm::dxbc::ShaderVisibility>
101 Header.ShaderVisibility = *Val; in parseRootConstants()155 Header.ShaderVisibility = *Val; in parseRootDescriptors()251 Header.ShaderVisibility = *Val; in parseDescriptorTable()339 Sampler.ShaderVisibility = *Val; in parseStaticSampler()413 if (!dxbc::isValidShaderVisibility(Info.Header.ShaderVisibility)) in validate()415 Info.Header.ShaderVisibility); in validate()500 if (!dxbc::isValidShaderVisibility(Sampler.ShaderVisibility)) in validate()502 Sampler.ShaderVisibility); in validate()631 << " Shader Visibility: " << Header.ShaderVisibility << "\n"; in run()
92 #define SHADER_VISIBILITY(Val, Enum) {#Enum, ShaderVisibility::Enum},94 static const EnumEntry<ShaderVisibility> ShaderVisibilityValues[] = {98 ArrayRef<EnumEntry<ShaderVisibility>> dxbc::getShaderVisibility() { in getShaderVisibility()
212 enum class ShaderVisibility : uint32_t { enum216 LLVM_ABI ArrayRef<EnumEntry<ShaderVisibility>> getShaderVisibility();660 uint32_t ShaderVisibility; member674 sys::swapByteOrder(ShaderVisibility); in swapBytes()718 uint32_t ShaderVisibility; member723 sys::swapByteOrder(ShaderVisibility); in swapBytes()
90 support::endian::write(BOS, P.Header.ShaderVisibility, in write()164 support::endian::write(BOS, S.ShaderVisibility, llvm::endianness::little); in write()
101 if (!dxbc::isValidShaderVisibility(PH.ShaderVisibility)) in create()105 Header.Visibility = PH.ShaderVisibility; in create()178 NewS.ShaderVisibility = S.ShaderVisibility; in create()482 IO.mapRequired("ShaderVisibility", S.ShaderVisibility); in mapping()
348 NewSampler.ShaderVisibility = Param.ShaderVisibility; in writeParts()
80 const llvm::dxbc::ShaderVisibility &Visibility) { in operator <<()
304 Info.Visibility == llvm::dxbc::ShaderVisibility::All in findOverlappingRanges()
290 std::optional<llvm::dxbc::ShaderVisibility> Visibility; in parseDescriptorTable()1009 std::optional<llvm::dxbc::ShaderVisibility>1029 return llvm::dxbc::ShaderVisibility::NAME; \ in parseShaderVisibility()
182 uint32_t ShaderVisibility; member
1293 auto CommonVis = Info->Visibility == llvm::dxbc::ShaderVisibility::All in handleRootSignatureElements()