Searched refs:depth_mode (Results 1 – 3 of 3) sorted by relevance
399 GLenum depth_mode = stObj->base.DepthMode; in get_texture_format_swizzle() local413 depth_mode = GL_RED; in get_texture_format_swizzle()416 depth_mode, in get_texture_format_swizzle()
608 unsigned depth_mode; in generate_fs_loop() local625 depth_mode = EARLY_DEPTH_TEST | EARLY_DEPTH_WRITE; in generate_fs_loop()628 depth_mode = LATE_DEPTH_TEST | LATE_DEPTH_WRITE; in generate_fs_loop()642 depth_mode = LATE_DEPTH_TEST | LATE_DEPTH_WRITE; in generate_fs_loop()644 depth_mode = EARLY_DEPTH_TEST | LATE_DEPTH_WRITE; in generate_fs_loop()647 depth_mode = EARLY_DEPTH_TEST | EARLY_DEPTH_WRITE; in generate_fs_loop()650 depth_mode = LATE_DEPTH_TEST | LATE_DEPTH_WRITE; in generate_fs_loop()657 depth_mode &= ~(LATE_DEPTH_WRITE | EARLY_DEPTH_WRITE); in generate_fs_loop()660 depth_mode = 0; in generate_fs_loop()738 if (!(depth_mode & EARLY_DEPTH_TEST) && !simple_shader) in generate_fs_loop()[all …]
341 GLenum depth_mode = t->DepthMode; in brw_get_texture_swizzle() local350 depth_mode = GL_RED; in brw_get_texture_swizzle()353 switch (depth_mode) { in brw_get_texture_swizzle()