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Searched refs:depthMap (Results 1 – 6 of 6) sorted by relevance

/third_party/skia/third_party/externals/tint/test/bug/tint/
D978.wgsl.expected.spvasm12 OpName %depthMap "depthMap"
24 OpDecorate %depthMap Binding 5
25 OpDecorate %depthMap DescriptorSet 1
40 %depthMap = OpVariable %_ptr_UniformConstant_11 UniformConstant
62 %24 = OpLoad %11 %depthMap
D978.wgsl.expected.wgsl11 [[binding(5), group(1)]] var depthMap : texture_depth_2d;
17 let sample : f32 = textureSample(depthMap, texSampler, fIn.vUv);
D978.wgsl12 [[ binding( 5 ), group( 1 ) ]] var depthMap : texture_depth_2d;
20 let sample : f32 = textureSample( depthMap , texSampler, fIn.vUv );
D978.wgsl.expected.hlsl8 Texture2D depthMap : register(t5, space1);
19 const float tint_symbol = depthMap.Sample(texSampler, fIn.vUv).x;
D978.wgsl.expected.glsl11 uniform highp sampler2D depthMap;
22 float tint_symbol_1 = texture(depthMap, fIn.vUv).x;
/third_party/mesa3d/src/mesa/main/
Dreadpix.c699 GLubyte *depthMap, *stencilMap, *stencilVals; in fast_read_depth_stencil_pixels_separate() local
706 GL_MAP_READ_BIT, &depthMap, &depthStride, fb->FlipY); in fast_read_depth_stencil_pixels_separate()
707 if (!depthMap) { in fast_read_depth_stencil_pixels_separate()
724 _mesa_unpack_uint_z_row(depthRb->Format, width, depthMap, dst); in fast_read_depth_stencil_pixels_separate()
732 depthMap += depthStride; in fast_read_depth_stencil_pixels_separate()
760 GLubyte *depthMap, *stencilMap; in slow_read_depth_stencil_pixels_separate() local
770 GL_MAP_READ_BIT, &depthMap, &depthStride, fb->FlipY); in slow_read_depth_stencil_pixels_separate()
771 if (!depthMap) { in slow_read_depth_stencil_pixels_separate()
787 stencilMap = depthMap; in slow_read_depth_stencil_pixels_separate()
796 _mesa_unpack_float_z_row(depthRb->Format, width, depthMap, depthVals); in slow_read_depth_stencil_pixels_separate()
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