Searched refs:shader_state (Results 1 – 3 of 3) sorted by relevance
273 struct vc4_shader_state *shader_state; in validate_indexed_prim_list() local280 shader_state = &exec->shader_state[exec->shader_state_count - 1]; in validate_indexed_prim_list()282 if (max_index > shader_state->max_index) in validate_indexed_prim_list()283 shader_state->max_index = max_index; in validate_indexed_prim_list()307 struct vc4_shader_state *shader_state; in validate_gl_array_primitive() local314 shader_state = &exec->shader_state[exec->shader_state_count - 1]; in validate_gl_array_primitive()322 if (max_index > shader_state->max_index) in validate_gl_array_primitive()323 shader_state->max_index = max_index; in validate_gl_array_primitive()338 exec->shader_state[i].addr = *(uint32_t *)untrusted; in validate_gl_shader_state()339 exec->shader_state[i].max_index = 0; in validate_gl_shader_state()[all …]
730 } *shader_state; member
777 exec->shader_state = temp + exec_size; in vc4_get_bcl()