Searched refs:rendertargets (Results 1 – 11 of 11) sorted by relevance
57 // * they share the same rendertargets60 // * the second doesn't sample from any rendertargets in the first
239 // We should not be using this for multisampled rendertargets with a separate resolve
1266 // TODO: In principle we should be able to support pure rendertargets as well, but1267 // until we find a use case we'll only support texture rendertargets.
59 boolean reemit = svga->rebind.flags.rendertargets; in emit_fb_vgpu9()334 assert(svga->rebind.flags.rendertargets); in svga_reemit_framebuffer_bindings()343 svga->rebind.flags.rendertargets = FALSE; in svga_reemit_framebuffer_bindings()361 if (!svga->rebind.flags.rendertargets) in svga_rebind_framebuffer_bindings()384 svga->rebind.flags.rendertargets = 0; in svga_rebind_framebuffer_bindings()
140 if (svga->rebind.flags.rendertargets) { in try_clear()
409 svga->rebind.flags.rendertargets = TRUE; in svga_context_flush()
550 unsigned rendertargets:1; member
244 if (svga->rebind.flags.rendertargets) { in draw_vgpu9()
142 - etnaviv: mask correct channel for RB swapped rendertargets
547 * Fill out Direct3D parameters for backend textures and backend rendertargets.
489 * Fill out Direct3D parameters for backend textures and backend rendertargets.