Searched refs:depth_mode (Results 1 – 3 of 3) sorted by relevance
336 unsigned depth_mode; in generate_fs_loop() local362 depth_mode = LATE_DEPTH_TEST | LATE_DEPTH_WRITE; in generate_fs_loop()364 depth_mode = EARLY_DEPTH_TEST | LATE_DEPTH_WRITE; in generate_fs_loop()367 depth_mode = EARLY_DEPTH_TEST | EARLY_DEPTH_WRITE; in generate_fs_loop()370 depth_mode = LATE_DEPTH_TEST | LATE_DEPTH_WRITE; in generate_fs_loop()377 depth_mode &= ~(LATE_DEPTH_WRITE | EARLY_DEPTH_WRITE); in generate_fs_loop()380 depth_mode = 0; in generate_fs_loop()429 if (!(depth_mode & EARLY_DEPTH_TEST) && !simple_shader) in generate_fs_loop()435 if (depth_mode & EARLY_DEPTH_TEST) { in generate_fs_loop()459 if (depth_mode & EARLY_DEPTH_WRITE) { in generate_fs_loop()[all …]
375 GLenum depth_mode = stObj->base.DepthMode; in get_texture_format_swizzle() local389 depth_mode = GL_RED; in get_texture_format_swizzle()392 depth_mode, in get_texture_format_swizzle()
327 GLenum depth_mode = t->DepthMode; in brw_get_texture_swizzle() local336 depth_mode = GL_RED; in brw_get_texture_swizzle()339 switch (depth_mode) { in brw_get_texture_swizzle()