Lines Matching refs:validated_shader
119 if (bo->validated_shader) { in vc4_use_bo()
812 to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
817 if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded || in validate_gl_shader_rec()
818 to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) { in validate_gl_shader_rec()
824 struct vc4_validated_shader_info *validated_shader; in validate_gl_shader_rec() local
839 validated_shader = to_vc4_bo(&bo[i]->base)->validated_shader; in validate_gl_shader_rec()
840 if (!validated_shader) in validate_gl_shader_rec()
843 if (validated_shader->uniforms_src_size > in validate_gl_shader_rec()
851 validated_shader->num_texture_samples); in validate_gl_shader_rec()
854 validated_shader->uniforms_size); in validate_gl_shader_rec()
857 tex < validated_shader->num_texture_samples; in validate_gl_shader_rec()
861 &validated_shader->texture_samples[tex], in validate_gl_shader_rec()
873 uni < validated_shader->num_uniform_addr_offsets; in validate_gl_shader_rec()
875 uint32_t o = validated_shader->uniform_addr_offsets[uni]; in validate_gl_shader_rec()
881 exec->uniforms_u += validated_shader->uniforms_src_size; in validate_gl_shader_rec()
882 exec->uniforms_v += validated_shader->uniforms_size; in validate_gl_shader_rec()
883 exec->uniforms_p += validated_shader->uniforms_size; in validate_gl_shader_rec()