Searched refs:rendertargets (Results 1 – 19 of 19) sorted by relevance
53 // * they share the same rendertargets56 // * the second doesn't sample from any rendertargets in the first
268 // We should not be using this for multisampled rendertargets
952 // TODO: In principle we should be able to support pure rendertargets as well, but953 // until we find a use case we'll only support texture rendertargets.
48 Only change this state right before changing rendertargets or right after105 When BINNING_CONTROL_QCOM do so right before changing rendertargets or right after
59 boolean reemit = svga->rebind.flags.rendertargets; in emit_fb_vgpu9()334 assert(svga->rebind.flags.rendertargets); in svga_reemit_framebuffer_bindings()343 svga->rebind.flags.rendertargets = FALSE; in svga_reemit_framebuffer_bindings()361 if (!svga->rebind.flags.rendertargets) in svga_rebind_framebuffer_bindings()384 svga->rebind.flags.rendertargets = 0; in svga_rebind_framebuffer_bindings()
140 if (svga->rebind.flags.rendertargets) { in try_clear()
409 svga->rebind.flags.rendertargets = TRUE; in svga_context_flush()
550 unsigned rendertargets:1; member
244 if (svga->rebind.flags.rendertargets) { in draw_vgpu9()
78 // * they share the same rendertargets81 // * the second doesn't sample from any rendertargets in the first
248 // We should not be using this for multisampled rendertargets with a separate resolve
1323 // TODO: In principle we should be able to support pure rendertargets as well, but1324 // until we find a use case we'll only support texture rendertargets.
142 - etnaviv: mask correct channel for RB swapped rendertargets
890 - st/nine: Refuse depth buffers as rendertargets
764 color rendertargets?786 color rendertargets?
531 * Fill out Direct3D parameters for backend textures and backend rendertargets.
636 * Fill out Direct3D parameters for backend textures and backend rendertargets.