Searched refs:_MRD (Results 1 – 4 of 4) sorted by relevance
240 offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor / ctx->DrawBuffer->_MRD; in TAG()242 offset *= ctx->DrawBuffer->_MRD * (REVERSE_DEPTH ? -1.0 : 1.0); in TAG()473 offset += MAX2( ac, bc ) * ctx->Polygon.OffsetFactor / ctx->DrawBuffer->_MRD; in TAG()475 offset *= ctx->DrawBuffer->_MRD * (REVERSE_DEPTH ? -1.0 : 1.0); in TAG()
220 key.offset_factor = ctx->Polygon.OffsetFactor * ctx->DrawBuffer->_MRD; in brw_upload_clip_prog()
74 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF; in compute_depth_max()
2698 GLfloat _MRD; /**< minimum resolvable difference in Z values */ member