Searched refs:clamp_frag_depth_in_shader (Results 1 – 5 of 5) sorted by relevance
172 st->clamp_frag_depth_in_shader && in st_update_fp()242 st->clamp_frag_depth_in_shader && in st_update_vp()311 st->clamp_frag_depth_in_shader && in st_update_common_program()
247 if (st->clamp_frag_depth_in_shader && (new_state & _NEW_VIEWPORT)) { in st_invalidate_state()548 if (st->clamp_frag_depth_in_shader) { in st_init_driver_flags()780 st->clamp_frag_depth_in_shader = true; in st_create_context_priv()814 !st->clamp_frag_depth_in_shader && in st_create_context_priv()824 !st->clamp_frag_depth_in_shader && in st_create_context_priv()832 !st->clamp_frag_depth_in_shader && in st_create_context_priv()839 !st->clamp_frag_depth_in_shader && in st_create_context_priv()
299 raster->depth_clip_near = st->clamp_frag_depth_in_shader || in st_update_rasterizer()301 raster->depth_clip_far = st->clamp_frag_depth_in_shader || in st_update_rasterizer()
140 boolean clamp_frag_depth_in_shader; member
788 rasterizer.depth_clip_near = st->clamp_frag_depth_in_shader || in draw_textured_quad()790 rasterizer.depth_clip_far = st->clamp_frag_depth_in_shader || in draw_textured_quad()1285 if (st_context(ctx)->clamp_frag_depth_in_shader) { in get_effective_raster_z()