Lines Matching refs:depth
1677 /* hw cannot support mixed formats (except depth/stencil, since
1975 /* hw cannot support mixed formats (except depth/stencil, since only
1976 * depth is read).*/
2444 /* Color without EQAA or depth/stencil. */
2835 /* Check all sampler bindings in all shaders where depth textures are bound, and update
2991 /* u_blitter doesn't invoke depth decompression when it does multiple
3001 * - depth clear
3595 * It affects VRS and occlusion queries if depth and stencil are not bound.
4009 unsigned depth, uint32_t *state, uint32_t *fmask_state)
4072 depth = res->array_size;
4075 depth = res->array_size;
4077 depth = res->array_size / 6;
4096 S_00A010_DEPTH((type == V_008F1C_SQ_RSRC_IMG_3D && sampler) ? depth - 1 : last_layer) |
4195 unsigned depth, uint32_t *state, uint32_t *fmask_state)
4331 depth = res->array_size;
4334 depth = res->array_size;
4336 depth = res->array_size / 6;
4360 state[4] |= S_008F20_DEPTH(depth - 1);
4369 state[4] |= S_008F20_DEPTH(depth - 1);
4508 fmask_state[4] |= S_008F20_DEPTH(depth - 1) |
4570 /* Texturing with separate depth and stencil. */
4793 /* Create sampler resource for upgraded depth textures. */
5374 /* MSAA color, any depth and any stencil are flushed in