Searched refs:fs_texfetch_depth_msaa (Results 1 – 2 of 2) sorted by relevance
54 GLuint fs_texfetch_depth_msaa[PIPE_MAX_TEXTURE_TYPES]; member308 GLuint *shader = nr_samples > 0 ? &blit_ctx->fs_texfetch_depth_msaa[pipe_tex_target] in blit_get_frag_tex_writedepth()
98 void *fs_texfetch_depth_msaa[PIPE_MAX_TEXTURE_TYPES]; member550 if (ctx->fs_texfetch_depth_msaa[i]) in util_blitter_destroy()551 ctx->delete_fs_state(pipe, ctx->fs_texfetch_depth_msaa[i]); in util_blitter_destroy()1089 void **shader = &ctx->fs_texfetch_depth_msaa[target]; in blitter_get_fs_texfetch_depth()