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Searched refs:actualZFar (Results 1 – 2 of 2) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp430 float actualZFar = gl::clamp01(zFar); in setViewportState() local
439 actualZFar = 1.0f; in setViewportState()
452 dxViewport.MaxZ = actualZFar; in setViewportState()
460 mCurFar = actualZFar; in setViewportState()
484 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f; in setViewportState()
485 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f; in setViewportState()
489 vc.depthRange[1] = actualZFar; in setViewportState()
490 vc.depthRange[2] = actualZFar - actualZNear; in setViewportState()
493 pc.depthRange[1] = actualZFar; in setViewportState()
494 pc.depthRange[2] = actualZFar - actualZNear; in setViewportState()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp1413 float actualZFar = gl::clamp01(glState.getFarPlane()); in syncViewport() local
1486 dxViewport.MaxDepth = actualZFar; in syncViewport()
1492 mCurFar = actualZFar; in syncViewport()
1499 actualZFar}; in syncViewport()