Lines Matching defs:depth
642 * @invariant isl_surf::phys_level0_sa::depth == 1
708 /** Hierarchical depth compression
710 * First introduced on Iron Lake, this compression scheme compresses depth
711 * surfaces by storing alternate forms of the depth value in a HiZ surface.
719 * - The depth for the entire main-surface block as a plane equation
721 * - The minimum/maximum depth for the main-surface block
723 * This second one isn't helpful for getting exact depth values but can
724 * still substantially accelerate depth testing if the specified range is
811 * accelerating depth testing and not for actual compression. The
826 * depth hardware is to do a full resolve which resolves both HiZ and CCS
829 * @invariant The surface is a depth surface
839 * @invariant The surface is a depth surface
919 * **HiZ:** Hierarchical depth compression is capable of being in any of
964 * RENDER_SURFACE_STATE packet for color or 3DSTATE_CLEAR_PARAMS for depth.
1064 * call this a depth resolve. For CCS, the hardware full resolve operation
1086 * depth where it is called a HiZ resolve.
1262 * Describes the layout of the depth/stencil/hiz commands as emitted by
1298 union { uint32_t d, depth; };
1304 union { uint32_t d, depth; };
1320 * Each format has 3D block extent (width, height, depth). The block extent of
1332 uint8_t bd; /**< Block depth, in pixels */
1427 * @invariant depth >= 1
1432 * @invariant if 1D then height == 1 and depth == 1 and samples == 1
1433 * @invariant if 2D then depth == 1
1442 uint32_t depth;
1726 * The depth surface
1739 * The view into the depth and stencil surfaces.
1746 * The address of the depth surface in GPU memory
1759 * The Memory Object Control state for depth and stencil buffers
1761 * Both depth and stencil will get the same MOCS value. The exact format
1774 * The depth clear value
2320 isl_extent3d(uint32_t width, uint32_t height, uint32_t depth)
2326 e.depth = depth;
2332 isl_extent4d(uint32_t width, uint32_t height, uint32_t depth,
2339 e.depth = depth;
2630 * @invariant logical_z_offset_px < logical depth of surface at level
2648 * @invariant logical_z_offset_px < logical depth of surface at level
2670 * @invariant logical_z_offset_px < logical depth of surface at level
2690 * @invariant logical_z_offset_px < logical depth of surface at level
2712 * @invariant logical_z_offset_px < logical depth of surface at level
2732 * @invariant logical_z_offset_px < logical depth of surface at level
2888 * @pre surf->format must be a valid format for depth surfaces