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Searched refs:depthBias (Results 1 – 19 of 19) sorted by relevance

/external/deqp/framework/common/
DtcuTestLog.cpp84 tcu::Vec4 depthBias; in LogImage() local
88 computePixelScaleBias(depthAccess, depthScale, depthBias); in LogImage()
92 m_bias = tcu::Vec4(depthBias.x(), stencilBias.x(), 0.0f, 0.0f); in LogImage()
/external/swiftshader/src/Device/
DContext.hpp189 float depthBias; member in sw::Context
DContext.cpp217 depthBias = 0.0f; in init()
DPixelProcessor.cpp680 state.depthClamp = (context->depthBias != 0.0f) || (context->slopeDepthBias != 0.0f); in update()
DRenderer.cpp492 N += context->depthBias; in draw()
2121 context->depthBias = bias; in setDepthBias()
/external/mesa3d/src/gallium/drivers/svga/include/
Dsvga3d_dx.h1166 int32 depthBias; member
1193 int32 depthBias; member
/external/swiftshader/src/Renderer/
DContext.hpp438 float depthBias; member in sw::Context
DContext.cpp280 depthBias = 0.0f; in init()
DPixelProcessor.cpp1015 state.depthClamp = (context->depthBias != 0.0f) || (context->slopeDepthBias != 0.0f); in update()
DRenderer.cpp584 N += context->depthBias; in draw()
2537 context->depthBias = bias; in setDepthBias()
/external/swiftshader/src/Vulkan/
DVkPipeline.cpp288 …context.depthBias = (rasterizationState->depthBiasEnable ? rasterizationState->depthBiasConstantFa… in GraphicsPipeline()
/external/mesa3d/src/gallium/drivers/svga/
Dsvga_cmd_vgpu10.c969 int32 depthBias, in SVGA3D_vgpu10_DefineRasterizerState() argument
986 depthBias); in SVGA3D_vgpu10_DefineRasterizerState()
Dsvga_cmd.h569 int32 depthBias,
/external/mesa3d/src/gallium/drivers/swr/rasterizer/core/
Dstate.h1061 float depthBias; member
Drasterizer_impl.h478 if (pState->depthBias == 0 && pState->slopeScaledDepthBias == 0)
489 float bias = pState->depthBias;
/external/mesa3d/src/gallium/drivers/swr/
Dswr_state.cpp1185 rastState->depthBias = rasterizer->offset_units; in swr_update_derived()
1189 rastState->depthBias = 0; in swr_update_derived()
/external/swiftshader/src/OpenGL/libGLES_CM/
DContext.cpp1889 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); in applyState() local
1890 device->setDepthBias(depthBias); in applyState()
/external/swiftshader/src/OpenGL/libGLESv2/
DContext.cpp2928 …float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all… in applyState() local
2929 device->setDepthBias(depthBias); in applyState()
/external/mesa3d/src/gallium/drivers/svga/svgadump/
Dsvga_dump.c1847 SVGA3D_DUMP_PARAMETER(depthBias, u); in SVGA3D_DUMP_HEADER()