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Searched refs:depthRange (Results 1 – 25 of 45) sorted by relevance

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/external/angle/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.h23 float depthRange[4]; member
30 float depthRange[4]; member
DStateManager9.cpp488 vc.depthRange[0] = actualZNear; in setViewportState()
489 vc.depthRange[1] = actualZFar; in setViewportState()
490 vc.depthRange[2] = actualZFar - actualZNear; in setViewportState()
492 pc.depthRange[0] = 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.h67 : depthRange{.0f}, in Vertex()
75 float depthRange[4]; member
90 : depthRange{.0f}, in Pixel()
98 float depthRange[4]; member
DStateManager11.cpp526 mVertex.depthRange[0] = zNear; in onViewportChange()
527 mVertex.depthRange[1] = zFar; in onViewportChange()
528 mVertex.depthRange[2] = zFar - zNear; in onViewportChange()
530 mPixel.depthRange[0] = zNear; in onViewportChange()
531 mPixel.depthRange[1] = zFar; in onViewportChange()
532 mPixel.depthRange[2] = zFar - zNear; in onViewportChange()
/external/angle/src/compiler/translator/tree_util/
DDriverUniform.cpp250 TIntermBinary *depthRange = createDriverUniformRef(kDepthRange); in getDepthRangeReservedFieldRef() local
252 return new TIntermBinary(EOpIndexDirectStruct, depthRange, CreateIndexNode(3)); in getDepthRangeReservedFieldRef()
/external/deqp/external/openglcts/modules/common/
DglcViewportArrayTests.hpp246 void depthRange(glw::GLfloat near, glw::GLfloat far) in depthRange() function in glcts::ViewportArray::Utils::DepthFuncWrapper
251 void depthRange(glw::GLdouble near, glw::GLdouble far) in depthRange() function in glcts::ViewportArray::Utils::DepthFuncWrapper
253 m_gl.depthRange(near, far); in depthRange()
/external/swiftshader/src/Pipeline/
DSetupRoutine.cpp412 Float D = *Pointer<Float>(data + OFFSET(DrawData, depthRange)) / (x1 * y2 - x2 * y1); in generate()
423 …C = z0 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFSET(Draw… in generate()
455 …Float Z1 = z1 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFS… in generate()
456 …Float Z2 = z2 * *Pointer<Float>(data + OFFSET(DrawData, depthRange)) + *Pointer<Float>(data + OFFS… in generate()
/external/swiftshader/src/Device/
DRenderer.hpp90 float depthRange; member
/external/swiftshader/src/OpenGL/compiler/
DInitialize.cpp456 TVariable *depthRange = new TVariable(NewPoolTString("gl_DepthRange"), TType(depthRangeStruct)); in InsertBuiltInFunctions() local
457 depthRange->setQualifier(EvqUniform); in InsertBuiltInFunctions()
458 symbolTable.insert(COMMON_BUILTINS, depthRange); in InsertBuiltInFunctions()
/external/swiftshader/src/Renderer/
DRenderer.hpp188 float depthRange; member
/external/swiftshader/src/Shader/
DSetupRoutine.cpp422 Float D = *Pointer<Float>(data + OFFSET(DrawData,depthRange)) / (x1 * y2 - x2 * y1); in generate()
454 …C = Float4(c * *Pointer<Float>(data + OFFSET(DrawData,depthRange)) + *Pointer<Float>(data + OFFSET… in generate()
/external/deqp/framework/opengl/simplereference/
DsglrGLContext.hpp132 virtual void depthRange (double n, double f);
DsglrContext.hpp120 virtual void depthRange (double n, double f) = DE_NULL;
DsglrGLContext.cpp525 void GLContext::depthRange (double n, double f) in depthRange() function in sglr::GLContext
DsglrReferenceContext.hpp685 virtual void depthRange (double n, double f);
/external/autotest/client/deps/webgl_mpd/src/debug/
Dwebgl-debug.js394 ctx.depthRange(0, 1);
/external/angle/src/libANGLE/renderer/metal/
DContextMtl.mm1599 // uniform depthRange.reserved
2173 mDriverUniforms.depthRange[0] = depthRangeNear;
2174 mDriverUniforms.depthRange[1] = depthRangeFar;
2175 mDriverUniforms.depthRange[2] = depthRangeDiff;
2176 mDriverUniforms.depthRange[3] = NeedToInvertDepthRange(depthRangeNear, depthRangeFar) ? -1 : 1;
DContextMtl.h500 float depthRange[4]; member
/external/deqp/framework/opengl/wrapper/
DglwInitGL31.inl66 gl->depthRange = (glDepthRangeFunc) loader->get("glDepthRange");
DglwInitGL30.inl65 gl->depthRange = (glDepthRangeFunc) loader->get("glDepthRange");
DglwFunctions.inl159 glDepthRangeFunc depthRange; variable
DglwInitGL32.inl68 gl->depthRange = (glDepthRangeFunc) loader->get("glDepthRange");
DglwInitGL33.inl71 gl->depthRange = (glDepthRangeFunc) loader->get("glDepthRange");
/external/angle/src/libANGLE/
DContext_gl_1_autogen.h57 void depthRange(GLdouble n, GLdouble f); \
/external/angle/src/libANGLE/renderer/gl/
DDispatchTableGL_autogen.h40 PFNGLDEPTHRANGEPROC depthRange = nullptr; variable

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