Searched refs:DEPTH_RESOLVE (Results 1 – 2 of 2) sorted by relevance
336 DEPTH_RESOLVE, enumerator371 index == DEPTH_RESOLVE ? "depth" : "stencil", in build_depth_stencil_resolve_fragment_shader()386 index == DEPTH_RESOLVE ? FRAG_RESULT_DEPTH : FRAG_RESULT_STENCIL; in build_depth_stencil_resolve_fragment_shader()404 nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float : nir_type_uint; in build_depth_stencil_resolve_fragment_shader()444 assert(index == DEPTH_RESOLVE); in build_depth_stencil_resolve_fragment_shader()448 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_fragment_shader()454 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_fragment_shader()488 if (index == DEPTH_RESOLVE) in create_depth_stencil_resolve_pipeline()494 assert(index == DEPTH_RESOLVE); in create_depth_stencil_resolve_pipeline()498 if (index == DEPTH_RESOLVE) in create_depth_stencil_resolve_pipeline()[all …]
143 DEPTH_RESOLVE, enumerator179 index == DEPTH_RESOLVE ? "depth" : "stencil", in build_depth_stencil_resolve_compute_shader()226 nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float : nir_type_uint; in build_depth_stencil_resolve_compute_shader()266 assert(index == DEPTH_RESOLVE); in build_depth_stencil_resolve_compute_shader()270 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_compute_shader()276 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_compute_shader()493 DEPTH_RESOLVE, in radv_device_init_meta_resolve_compute_state()500 DEPTH_RESOLVE, in radv_device_init_meta_resolve_compute_state()507 DEPTH_RESOLVE, in radv_device_init_meta_resolve_compute_state()529 DEPTH_RESOLVE, in radv_device_init_meta_resolve_compute_state()[all …]