Searched refs:depth32 (Results 1 – 4 of 4) sorted by relevance
79 data->bzzzz[j] = tile->data.depth32[y][x]; in get_depth_stencil_values()87 data->bzzzz[j] = tile->data.depth32[y][x] & 0xffffff; in get_depth_stencil_values()88 data->stencilVals[j] = tile->data.depth32[y][x] >> 24; in get_depth_stencil_values()96 data->bzzzz[j] = tile->data.depth32[y][x] >> 8; in get_depth_stencil_values()97 data->stencilVals[j] = tile->data.depth32[y][x] & 0xff; in get_depth_stencil_values()112 data->bzzzz[j] = tile->data.depth32[y][x]; in get_depth_stencil_values()286 tile->data.depth32[y][x] = data->bzzzz[j]; in write_depth_stencil_values()293 tile->data.depth32[y][x] = (data->stencilVals[j] << 24) | data->bzzzz[j]; in write_depth_stencil_values()300 tile->data.depth32[y][x] = (data->bzzzz[j] << 8) | data->stencilVals[j]; in write_depth_stencil_values()307 tile->data.depth32[y][x] = data->bzzzz[j] << 8; in write_depth_stencil_values()[all …]
313 tile->data.depth32[i][j] = (uint) clear_value; in clear_tile()396 tc->entries[pos]->data.depth32, 0/*STRIDE*/); in sp_flush_tile()510 tile->data.depth32, 0/*STRIDE*/); in sp_find_cached_tile()545 tile->data.depth32, 0/*STRIDE*/); in sp_find_cached_tile()
69 uint depth32[TILE_SIZE][TILE_SIZE]; member
13 depth & stencil textures to be attached to one render pass. So technically, one depth32 texture