Lines Matching refs:validated_shader
125 if (bo->validated_shader) { in vc4_use_bo()
818 to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
823 if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || in validate_gl_shader_rec()
824 to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
830 struct vc4_validated_shader_info *validated_shader; in validate_gl_shader_rec() local
845 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()
846 if (!validated_shader) in validate_gl_shader_rec()
849 if (validated_shader->uniforms_src_size > in validate_gl_shader_rec()
857 validated_shader->num_texture_samples); in validate_gl_shader_rec()
860 validated_shader->uniforms_size); in validate_gl_shader_rec()
863 tex < validated_shader->num_texture_samples; in validate_gl_shader_rec()
867 &validated_shader->texture_samples[tex], in validate_gl_shader_rec()
879 uni < validated_shader->num_uniform_addr_offsets; in validate_gl_shader_rec()
881 uint32_t o = validated_shader->uniform_addr_offsets[uni]; in validate_gl_shader_rec()
887 exec->uniforms_u += validated_shader->uniforms_src_size; in validate_gl_shader_rec()
888 exec->uniforms_v += validated_shader->uniforms_size; in validate_gl_shader_rec()
889 exec->uniforms_p += validated_shader->uniforms_size; in validate_gl_shader_rec()