Lines Matching refs:depth
251 * depth/stencil to/from a buffer the hardware can't do raster loads/stores, so
271 /* When storing the stencil aspect of a combined depth/stencil image
276 * containing the 24-bit depth value).
278 * When loading the stencil aspect of a combined depth/stencil image
282 * would write 8-bit stencil values consecutively over depth channels,
284 * its correct position, but will overwrite depth values (channels G
286 * the depth aspect from the Z tile buffer, which we should pre-load
341 * even for depth/stencil aspects, because the hardware can't do raster
342 * stores or loads from/to the depth/stencil tile buffers.
359 /* When copying depth/stencil images to a buffer, for D24 formats Vulkan
360 * expects the depth value in the LSB bits of each 32-bit pixel.
362 * depth bits on the MSB. To work around that we can reverse the channel
373 * depth and stencil aspects are copied as separate regions and
494 layer_offset < image->vk.extent.depth);
526 /* If we are storing stencil from a combined depth/stencil format the
602 layer_offset < src->vk.extent.depth);
620 layer_offset < dst->vk.extent.depth);
763 layer_offset < src->vk.extent.depth);
781 layer_offset < dst->vk.extent.depth);
1064 layer < image->vk.extent.depth);
1100 * depth/stencil image we have the problem that our tile buffer stores don't