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Lines Matching refs:depth

78    /* FS which outputs a depth from a texture,
94 /* Depth stencil alpha state. */
179 /* depth stencil alpha state objects */
184 dsa.depth.enabled = 1;
185 dsa.depth.writemask = 1;
186 dsa.depth.func = PIPE_FUNC_ALWAYS;
200 dsa.depth.enabled = 0;
201 dsa.depth.writemask = 0;
433 /* Depth, stencil, alpha. */
498 float depth)
516 ctx->vertices[i][0][2] = depth; /*z*/
843 float depth)
848 blitter_set_rectangle(ctx, x1, y1, x2, y2, depth);
861 float depth,
879 blitter_draw(ctx, x1, y1, x2, y2, depth);
888 double depth, unsigned stencil,
937 blitter->draw_rectangle(blitter, 0, 0, width, height, depth,
951 depth, unsigned stencil)
954 clear_buffers, cbuf_format, color, depth, stencil,
960 double depth, void *custom_dsa)
964 0, PIPE_FORMAT_NONE, &color, depth, 0, NULL, custom_dsa);
981 if (src.depth < 0) {
982 src.z += src.depth;
983 src.depth = -src.depth;
987 src.z < dstz+src.depth && src.z+src.depth > dstz;
1006 dst_templ->u.tex.last_layer = dstz + srcbox->depth - 1;
1153 assert(srcbox->depth == 1);
1200 /* Setup two samplers, one for depth and the other one for stencil. */
1217 /* Set a stencil-only sampler view for it not to sample depth instead. */
1324 /* Clear a region of a depth stencil surface. */
1328 double depth,
1381 blitter->draw_rectangle(blitter, dstx, dsty, dstx+width, dsty+height, depth,
1395 void *dsa_stage, float depth)
1434 blitter->draw_rectangle(blitter, 0, 0, zsurf->width, zsurf->height, depth,