Searched refs:min_depth (Results 1 – 11 of 11) sorted by relevance
/third_party/vk-gl-cts/external/openglcts/modules/glesext/geometry_shader/ |
D | esextcGeometryShaderLayeredRenderingBoundaryCondition.cpp | 406 unsigned int min_depth = 0; in iterate() local 410 min_depth = m_textures_info[0].m_depth; in iterate() 414 if (min_depth > (unsigned)m_textures_info[nTexture].m_depth) in iterate() 416 min_depth = m_textures_info[nTexture].m_depth; in iterate() 423 for (unsigned int nLayer = 0; nLayer < min_depth; nLayer++) in iterate()
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/third_party/jerryscript/jerry-core/debugger/ |
D | debugger.c | 124 uint32_t min_depth; in jerry_debugger_send_backtrace() local 125 memcpy (&min_depth, get_backtrace_p->min_depth, sizeof (uint32_t)); in jerry_debugger_send_backtrace() 164 if (min_depth <= max_depth) in jerry_debugger_send_backtrace() 168 while (frame_ctx_p != NULL && min_depth_offset < min_depth) in jerry_debugger_send_backtrace()
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D | debugger.h | 445 uint8_t min_depth[sizeof (uint32_t)]; /**< minimum depth*/ member
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/third_party/jerryscript/jerry-debugger/ |
D | jerry_client_main.py | 452 min_depth = 0 463 min_depth = int(args[0]) 465 if max_depth <= 0 or min_depth < 0: 467 if min_depth > max_depth: 477 self.frame_index = min_depth 482 min_depth,
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/third_party/mesa3d/src/gallium/drivers/llvmpipe/ |
D | lp_setup.c | 916 float min_depth, max_depth; in lp_setup_set_viewports() local 918 &min_depth, &max_depth); in lp_setup_set_viewports() 920 if (setup->viewports[i].min_depth != min_depth || in lp_setup_set_viewports() 922 setup->viewports[i].min_depth = min_depth; in lp_setup_set_viewports()
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D | lp_jit.h | 81 float min_depth; member
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D | lp_jit.c | 205 LP_CHECK_MEMBER_OFFSET(struct lp_jit_viewport, min_depth, in lp_jit_create_types()
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D | lp_state_fs.c | 355 LLVMValueRef viewport, min_depth, max_depth; in lp_build_depth_clamp() local 385 min_depth = LLVMBuildExtractElement(builder, viewport, in lp_build_depth_clamp() 387 min_depth = lp_build_broadcast_scalar(&f32_bld, min_depth); in lp_build_depth_clamp() 397 return lp_build_clamp(&f32_bld, z, min_depth, max_depth); in lp_build_depth_clamp()
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/third_party/mesa3d/src/gallium/frontends/glx/xlib/ |
D | glx_api.c | 489 choose_x_visual( Display *dpy, int screen, int min_depth, in choose_x_visual() argument 512 if (min_depth==0) { in choose_x_visual() 531 for (depth=32;depth>=min_depth;depth--) { in choose_x_visual() 559 if (min_depth==0) { in choose_x_visual() 570 for (depth=32;depth>=min_depth;depth--) { in choose_x_visual()
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/third_party/libxml2/ |
D | xpath.c | 13645 int max_depth, min_depth; in xmlXPathRunStreamEval() local 13661 min_depth = xmlPatternMinDepth(comp); in xmlXPathRunStreamEval() 13662 if (min_depth == -1) in xmlXPathRunStreamEval() 13682 if (min_depth == 0) { in xmlXPathRunStreamEval()
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/third_party/mesa3d/src/intel/vulkan/ |
D | genX_cmd_buffer.c | 3664 float min_depth = MIN2(vp->minDepth, vp->maxDepth); in cmd_buffer_emit_depth_viewport() local 3668 .MinimumDepth = depth_clamp_enable ? min_depth : 0.0f, in cmd_buffer_emit_depth_viewport()
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