Searched refs:shaders (Results 1 – 4 of 4) sorted by relevance
36 struct a6xx_gpu_state_obj *shaders; member 957 a6xx_state->shaders = state_kcalloc(a6xx_state, in a6xx_get_shaders() 958 ARRAY_SIZE(a6xx_shader_blocks), sizeof(*a6xx_state->shaders)); in a6xx_get_shaders() 960 if (!a6xx_state->shaders) in a6xx_get_shaders() 967 &a6xx_state->shaders[i], dumper); in a6xx_get_shaders() 991 a6xx_state->shaders = state_kcalloc(a6xx_state, in a7xx_get_shaders() 992 num_shader_blocks, sizeof(*a6xx_state->shaders)); in a7xx_get_shaders() 994 if (!a6xx_state->shaders) in a7xx_get_shaders() 1001 &a6xx_state->shaders[i], dumper); in a7xx_get_shaders() 2063 a7xx_show_shader(&a6xx_state->shaders[ in a6xx_show() [all...]
23 performing similar operations via shaders or CPU.27 fixed-function blocks and shaders/CPU must be seamless with no visible28 difference when fallback to shaders/CPU is neceesary at any time.
11 compute shaders for composition. This can yield some power savings if it means15 * Decreased GPU and CPU workload - no composition shaders needed, no extra
1059 uint32 shaders[SVGA3D_NUM_SHADERTYPE_PREDX]; member