Lines Matching full:shader
95 * coordinate shader to determine where primitives land on the screen,
101 /* Pointer to the shader records.
103 * Shader records are the structures read by the hardware that contain
105 * reference to the shader record has enough information to determine
108 * just stored as __u32s before each shader record passed in.
113 * referenced by the shader.
115 * For each shader state record, there is a set of uniform data in the
123 * because the kernel has to determine the sizes anyway during shader
131 /* Size in bytes of the set of shader records. */
133 /* Number of shader records.
261 * shader BOs.
263 * Since allowing a shader to be overwritten while it's also being