Searched refs:DepthWriteMask (Results 1 – 24 of 24) sorted by relevance
77 unsigned int DepthWriteMask:1; member
660 rgb->Alpha.DepthWriteMask = alpha->Alpha.DepthWriteMask; in destructive_merge_instructions()947 pair_inst->Alpha.DepthWriteMask = pair_inst->RGB.DepthWriteMask; in convert_rgb_to_alpha()967 pair_inst->RGB.DepthWriteMask = 0; in convert_rgb_to_alpha()
260 if (inst->RGB.OutputWriteMask || inst->Alpha.OutputWriteMask || inst->Alpha.DepthWriteMask) { in emit_paired()277 if (inst->Alpha.DepthWriteMask) { in emit_paired()
288 pair->Alpha.DepthWriteMask |= GET_BIT(inst->DstReg.WriteMask, 3); in set_pair_instruction()
276 if (inst->Alpha.DepthWriteMask) { in emit_alu()
432 if (inst->Alpha.DepthWriteMask) in rc_print_pair_instruction()
74 depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in loadResources()
200 dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask); in getDepthStencilState()
655 depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in initResources()
75 depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in loadResources()
239 dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask); in getDepthStencilState()
659 depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in initResources()
273 mDepthStencilDescriptor.DepthWriteMask = descriptor->depthWriteEnabled in ComputeDepthStencilDesc()
283 mDepthStencilDescriptor.DepthWriteMask = descriptor->depthWriteEnabled in ComputeDepthStencilDesc()
434 desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; in ImGui_ImplDX10_CreateDeviceObjects()
441 desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in ImGui_ImplDX11_CreateDeviceObjects()
558 desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; in ImGui_ImplDX12_CreateDeviceObjects()
495 desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; in ImGui_ImplDX10_CreateDeviceObjects()
507 desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in ImGui_ImplDX11_CreateDeviceObjects()
653 desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; in ImGui_ImplDX12_CreateDeviceObjects()
456 dsDesc->DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; in fill_in_depth_stencil_state()
904 state.depth_writemask = (pDepthStencilDesc->DepthWriteMask ? 1 : 0); in CreateDepthStencilState()
187 outDesc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; in SetDefaultDepthStencilDesc()
439 dsa->desc.DepthWriteMask = (D3D12_DEPTH_WRITE_MASK) depth_stencil_alpha->depth_writemask; in d3d12_create_depth_stencil_alpha_state()