Searched refs:triFlags (Results 1 – 8 of 8) sorted by relevance
/external/mesa3d/src/gallium/drivers/swr/rasterizer/core/ |
D | backend_singlesample.cpp | 128 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSingleSample() 136 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSingleSample() 161 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSingleSample() 169 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSingleSample() 194 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSingleSample()
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D | rasterizer.cpp | 69 … const SWR_RECT &scissorInFixedPoint = state.scissorsInFixedPoint[workDesc.triFlags.viewportIndex]; in RasterizeLine() 99 if (workDesc.triFlags.yMajor) in RasterizeLine() 184 if (workDesc.triFlags.yMajor) in RasterizeLine() 293 uint32_t tX = workDesc.triFlags.coverageMask & 0x7; in RasterizeSimplePoint() 294 uint32_t tY = (workDesc.triFlags.coverageMask >> 4) & 0x7; in RasterizeSimplePoint() 300 triDesc.triFlags = workDesc.triFlags; in RasterizeSimplePoint() 309 renderBuffers, triDesc.triFlags.renderTargetArrayIndex); in RasterizeSimplePoint() 340 newWorkDesc.triFlags = workDesc.triFlags; in RasterizeTriPoint() 343 float halfPointSize = workDesc.triFlags.pointSize * 0.5f; in RasterizeTriPoint()
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D | backend_sample.cpp | 144 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSampleRate() 152 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSampleRate() 178 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSampleRate() 186 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSampleRate() 209 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSampleRate()
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D | backend.cpp | 284 …simdscalar depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewp… in BackendNullPS() 287 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendNullPS()
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D | binner.cpp | 1072 desc.triFlags.frontFacing = state.forceFront ? 1 : ((frontFaceMask >> triIndex) & 1); in BinTrianglesImpl() 1073 desc.triFlags.renderTargetArrayIndex = aRTAI[triIndex]; in BinTrianglesImpl() 1074 desc.triFlags.viewportIndex = pViewportIndex[triIndex]; in BinTrianglesImpl() 1283 desc.triFlags.frontFacing = 1; in BinPostSetupPointsImpl() 1284 desc.triFlags.renderTargetArrayIndex = aRTAI[primIndex]; in BinPostSetupPointsImpl() 1285 desc.triFlags.viewportIndex = pViewportIndex[primIndex]; in BinPostSetupPointsImpl() 1311 work.desc.tri.triFlags.coverageMask = tX | (tY << 4); in BinPostSetupPointsImpl() 1428 desc.triFlags.frontFacing = 1; in BinPostSetupPointsImpl() 1429 desc.triFlags.pointSize = aPointSize[primIndex]; in BinPostSetupPointsImpl() 1430 desc.triFlags.renderTargetArrayIndex = aRTAI[primIndex]; in BinPostSetupPointsImpl() [all …]
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D | backend_impl.h | 505 psContext->frontFace = work.triFlags.frontFacing; 506 psContext->renderTargetArrayIndex = work.triFlags.renderTargetArrayIndex; 641 …depthPassMask[sample] = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewport… 649 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… 1015 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.…
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D | context.h | 90 TRI_FLAGS triFlags; member 99 TRI_FLAGS triFlags; member
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D | rasterizer_impl.h | 983 … const SWR_RECT &scissorInFixedPoint = state.scissorsInFixedPoint[workDesc.triFlags.viewportIndex]; 1000 triDesc.triFlags = workDesc.triFlags; 1151 …:numSamples>(pDC, macroTile, minTileX, minTileY, renderBuffers, triDesc.triFlags.renderTargetArray…
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