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Searched refs:dxil_nir_split_clip_cull_distance (Results 1 – 25 of 50) sorted by relevance

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/dports/lang/clover/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/libosmesa/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/mesa-libs/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/mesa-dri-gallium/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/mesa-gallium-va/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/mesa-gallium-vdpau/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/mesa-gallium-xa/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/mesa-dri/mesa-21.3.6/src/microsoft/compiler/
H A Ddxil_nir.h47 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/graphics/mesa-devel/mesa-22.0-branchpoint-2059-ge8a63cf61ec/src/microsoft/compiler/
H A Ddxil_nir.h46 bool dxil_nir_split_clip_cull_distance(nir_shader *shader);
/dports/lang/clover/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/libosmesa/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/mesa-libs/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/mesa-dri-gallium/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/mesa-gallium-va/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/mesa-gallium-vdpau/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/mesa-gallium-xa/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/mesa-dri/mesa-21.3.6/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c296 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/mesa-devel/mesa-22.0-branchpoint-2059-ge8a63cf61ec/src/microsoft/spirv_to_dxil/
H A Dspirv_to_dxil.c713 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in spirv_to_dxil()
/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/gallium/drivers/d3d12/
H A Dd3d12_compiler.cpp1050 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in d3d12_create_shader()
/dports/lang/clover/mesa-21.3.6/src/gallium/drivers/d3d12/
H A Dd3d12_compiler.cpp1050 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in d3d12_create_shader()
/dports/graphics/libosmesa/mesa-21.3.6/src/gallium/drivers/d3d12/
H A Dd3d12_compiler.cpp1050 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in d3d12_create_shader()
/dports/graphics/mesa-libs/mesa-21.3.6/src/gallium/drivers/d3d12/
H A Dd3d12_compiler.cpp1050 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in d3d12_create_shader()
/dports/graphics/mesa-gallium-xa/mesa-21.3.6/src/gallium/drivers/d3d12/
H A Dd3d12_compiler.cpp1050 NIR_PASS_V(nir, dxil_nir_split_clip_cull_distance); in d3d12_create_shader()

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