Lines Matching defs:depth

188                 layer < box->z + box->depth) {
242 if (!color_changed && box->depth == 1 && aux_state == ISL_AUX_STATE_CLEAR)
285 level, box->z, box->depth,
299 box->depth, ISL_AUX_STATE_CLEAR);
345 iris_resource_prepare_render(ice, res, level, box->z, box->depth,
363 level, box->z, box->depth, box->x, box->y,
373 box->z, box->depth, aux_usage);
382 float depth)
426 float depth)
433 * flags out of the HiZ buffer into the real depth buffer.
435 if (res->aux.clear_color_unknown || res->aux.clear_color.f32[0] != depth) {
442 layer < box->z + box->depth) {
457 * use the old clear value. We need to do a depth resolve to get
459 * Fortunately, few applications ever change their depth clear
468 const union isl_color_value clear_value = { .f32 = {depth, } };
477 * any previous depth buffer writes to overlapping pixels must be
482 * There may have been a write to this depth buffer. Flush it from the
490 for (unsigned l = 0; l < box->depth; l++) {
496 "depth clear value\n");
504 iris_resource_set_aux_state(ice, res, level, box->z, box->depth,
518 float depth,
544 depth)) {
545 fast_clear_depth(ice, z_res, level, box, depth);
551 /* At this point, we might have fast cleared the depth buffer. So if there's
562 iris_resource_prepare_render(ice, z_res, level, box->z, box->depth,
572 box->depth, stencil_res->aux.usage, false);
586 level, box->z, box->depth,
590 clear_depth && z_res, depth,
599 iris_resource_finish_render(ice, z_res, level, box->z, box->depth,
604 iris_resource_finish_write(ice, stencil_res, level, box->z, box->depth,
619 double depth,
642 box.depth = psurf->u.tex.last_layer - psurf->u.tex.first_layer + 1;
647 depth, stencil);
655 box.depth = psurf->u.tex.last_layer - psurf->u.tex.first_layer + 1,
686 float depth = 0.0;
690 util_format_unpack_z_float(p_res->format, &depth, data, 1);
696 depth, stencil);
751 .depth = psurf->u.tex.last_layer - psurf->u.tex.first_layer + 1
763 * This clears the given depth/stencil surface.
769 double depth,
782 .depth = psurf->u.tex.last_layer - psurf->u.tex.first_layer + 1
790 depth, stencil);