Lines Matching refs:depth

147  * Store a 32-bit integer or float depth component texture image.
184 * Store a 24-bit integer depth component texture image.
214 * Store a 24-bit integer depth component texture image.
248 * Store a 16-bit integer depth component texture image.
322 * Store a combined depth/stencil texture image.
331 GLuint *depth = malloc(srcWidth * sizeof(GLuint));
342 if (!depth || !stencil) {
343 free(depth);
348 /* In case we only upload depth we need to preserve the stencil */
363 else if (srcFormat == GL_STENCIL_INDEX) { /* preserve depth */
368 /* the 24 depth bits will be in the low position: */
371 keepstencil ? depth : dstRow, /* dst addr */
385 dstRow[i] = depth[i] << 8 | (dstRow[i] & 0x000000FF);
394 free(depth);
401 * Store a combined depth/stencil texture image.
410 GLuint *depth;
421 depth = malloc(srcWidth * sizeof(GLuint));
424 if (!depth || !stencil) {
425 free(depth);
444 else if (srcFormat == GL_STENCIL_INDEX) { /* preserve depth */
449 /* the 24 depth bits will be in the low position: */
452 depth, /* dst addr */
464 /* merge stencil values into depth values */
467 dstRow[i] = depth[i] | (stencil[i] << 24);
469 dstRow[i] = depth[i] | (dstRow[i] & 0xFF000000);
479 free(depth);
520 /* merge stencil values into depth values */
552 /* In case we only upload depth we need to preserve the stencil */
564 * or depth) is preserved. */
950 * But if the user is providing depth or stencil values and the texture
951 * image is a combined depth/stencil format, we'll actually read from
952 * the texture buffer too (in order to insert the depth or stencil values.
977 GLint width, GLint height, GLint depth,
992 assert(zoffset + depth <= texImage->Depth);
1009 _mesa_validate_pbo_teximage(ctx, dims, width, height, depth,
1025 assert(depth == 1);
1030 assert(depth == 1);
1040 numSlices = depth;
1042 depth = 1;
1049 numSlices = depth;
1055 numSlices = depth;
1141 GLint width, GLint height, GLint depth,
1146 xoffset, yoffset, zoffset, width, height, depth,
1187 GLsizei width, GLsizei height, GLsizei depth,
1197 for (z = 0; z < depth; z++) {
1265 * \param width, height, depth size of image to copy
1272 GLsizei depth,
1285 store->CopySlices = (depth + bd - 1) / bd;
1332 GLsizei width, GLsizei height, GLsizei depth,
1348 width, height, depth,