Searched refs:MinDepth (Results 1 – 25 of 29) sorted by relevance
12
555 unsigned MinDepth = ~0u; in ListScheduleTopDown() local563 } else if (PendingQueue[i]->getDepth() < MinDepth) in ListScheduleTopDown()564 MinDepth = PendingQueue[i]->getDepth(); in ListScheduleTopDown()
70 float z = pViewport->MinDepth; in SetViewports()
250 ViewPort.MinDepth = 0.0f; in main()
157 vp.MinDepth = D3D11_MIN_DEPTH; in resize()481 vp.MinDepth = 0.0f; in create_swapchain()
149 viewport.MinDepth = 0.0f; in on_resize()
285 out->MinDepth = MIN2(in->minDepth, in->maxDepth); in dzn_translate_viewport()
166 viewport.MinDepth = 0.0f; in set_viewport()
176 vp.MinDepth = 0.0f; in ImGui_ImplDX10_RenderDrawData()
181 vp.MinDepth = 0.0f; in ImGui_ImplDX11_RenderDrawData()
170 vp.MinDepth = 0.0f; in ImGui_ImplDX12_RenderDrawData()
472 compositor->viewport.MinDepth = 0.0f; in gst_d3d11_overlay_compositor_new()
517 VP.MinDepth = 0.0f; in DrawMouse()1258 VP.MinDepth = 0.0f; in CopyDirty()
946 viewport.MinDepth = 0.0f; in gst_d3d111_window_present()
2236 self->viewport.MinDepth = 0.0f; in gst_d3d11_compositor_draw_background_checker()
1909 converter->viewport[i].MinDepth = 0.0f; in gst_d3d11_converter_new()
87 vp.MinDepth = 0.0f; in ImGui_ImplDX10_SetupRenderState()
88 vp.MinDepth = 0.0f; in ImGui_ImplDX11_SetupRenderState()
117 vp.MinDepth = 0.0f; in ImGui_ImplDX12_SetupRenderState()
520 const float zNear = dxViewport.MinDepth; in onViewportChange()1514 dxViewport.MinDepth = actualZNear; in syncViewport()2599 viewport.MinDepth = 0.0f; in setSimpleViewport()
518 const float zNear = dxViewport.MinDepth; in onViewportChange()1478 dxViewport.MinDepth = actualZNear; in syncViewport()2530 viewport.MinDepth = 0.0f; in setSimpleViewport()
811 self->view_port.MinDepth = 0.0f; in _setup_texture()
1576 viewport.MinDepth = cmd->minDepth; in RecordRenderPass()
785 vp.MinDepth = 0.0f; in DX11Operation()
1069 viewports[i].MinDepth = 0.0f; in d3d12_draw_vbo()