Searched refs:Depth2 (Results 1 – 7 of 7) sorted by relevance
813 img->Depth2 = 0; in clear_teximage_fields()876 img->Depth2 = 0; in _mesa_init_teximage_fields_ms()878 img->Depth2 = 1; in _mesa_init_teximage_fields_ms()886 img->Depth2 = 0; in _mesa_init_teximage_fields_ms()888 img->Depth2 = 1; in _mesa_init_teximage_fields_ms()909 img->Depth2 = 0; in _mesa_init_teximage_fields_ms()911 img->Depth2 = 1; in _mesa_init_teximage_fields_ms()922 img->Depth2 = depth; /* no border */ in _mesa_init_teximage_fields_ms()929 img->Depth2 = depth - 2 * border; /* == 1 << img->DepthLog2; */ in _mesa_init_teximage_fields_ms()930 img->DepthLog2 = _mesa_logbase2(img->Depth2); in _mesa_init_teximage_fields_ms()[all …]
814 depth = baseImage->Depth2; in _mesa_test_texobj_completeness()859 if (img->Depth2 != depth) { in _mesa_test_texobj_completeness()861 img->Depth2); in _mesa_test_texobj_completeness()
943 GLuint Depth2; /**< = Depth - 2*Border */ member
481 rb->Depth = texImage->Depth2; in _mesa_update_texture_renderbuffer()
132 (texImage->Depth == 1 || _mesa_is_pow_two(texImage->Depth2))) in _swrast_init_texture_image()
2027 const GLint depth = img->Depth2; /* without border, power of two */ in sample_3d_nearest()2060 const GLint depth = img->Depth2; in sample_3d_linear()
241 texImage->Depth2); in etc_fallback_allocate()530 firstImage->Depth2 > 0 && in guess_and_alloc_texture()534 firstImage->Depth2, in guess_and_alloc_texture()539 stImage->base.Depth2 == u_minify(depth, stImage->base.Level)) in guess_and_alloc_texture()547 stImage->base.Depth2, in guess_and_alloc_texture()2530 firstImage->base.Depth2, in st_finalize_texture()