Searched refs:m_partitioning (Results 1 – 4 of 4) sorted by relevance
179 …PIPE_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides f… member in CHWTessellator210 … bool HWIntegerPartitioning() {return ((m_partitioning == PIPE_TESSELLATOR_PARTITIONING_INTEGER)|| in HWIntegerPartitioning()211 … (m_partitioning == PIPE_TESSELLATOR_PARTITIONING_POW2)) ? true : false;} in HWIntegerPartitioning()214 void RestorePartitioning() {m_partitioning = m_originalPartitioning;}; in RestorePartitioning()215 …void OverridePartitioning(PIPE_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partitioni… in OverridePartitioning()430 …PIPE_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides f… member in CHLSLTessellator436 …bool IntegerPartitioning() {return (m_partitioning == PIPE_TESSELLATOR_PARTITIONING_INTEGER) ? tru… in IntegerPartitioning()437 …bool Pow2Partitioning() {return (m_partitioning == PIPE_TESSELLATOR_PARTITIONING_POW2)? true : fal… in Pow2Partitioning()448 void RestorePartitioning() {m_partitioning = m_originalPartitioning;}; in RestorePartitioning()449 …void OverridePartitioning(PIPE_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partitioni… in OverridePartitioning()
468 m_partitioning = partitioning; in Init()2127 m_partitioning = partitioning; in Init()
190 …D3D11_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides … member in CHWTessellator224 … bool HWIntegerPartitioning() {return ((m_partitioning == D3D11_TESSELLATOR_PARTITIONING_INTEGER)|| in HWIntegerPartitioning()225 … (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_POW2)) ? true : false;} in HWIntegerPartitioning()228 void RestorePartitioning() {m_partitioning = m_originalPartitioning;}; in RestorePartitioning()229 …void OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partition… in OverridePartitioning()444 …D3D11_TESSELLATOR_PARTITIONING m_partitioning; // current partitioning. IsoLines overrides … member in CHLSLTessellator450 …bool IntegerPartitioning() {return (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_INTEGER) ? tr… in IntegerPartitioning()451 …bool Pow2Partitioning() {return (m_partitioning == D3D11_TESSELLATOR_PARTITIONING_POW2)? true : fa… in Pow2Partitioning()462 void RestorePartitioning() {m_partitioning = m_originalPartitioning;}; in RestorePartitioning()463 …void OverridePartitioning(D3D11_TESSELLATOR_PARTITIONING partitioning) {m_partitioning = partition… in OverridePartitioning()
450 m_partitioning = partitioning; in Init()2171 m_partitioning = partitioning; in Init()