Lines Matching refs:fragmentDepthBuffer
51 float* fragmentDepthBuffer;
1126 FragmentShadingContext shadingContext(triangle.v0->outputs, triangle.v1->outputs, triangle.v2->outputs, &buffers.shaderOutputs[0], &buffers.shaderOutputsSrc1[0], buffers.fragmentDepthBuffer, triangle.v2->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples, rasterizer.getVisibleFace());
1129 if (buffers.fragmentDepthBuffer && state.fragOps.polygonOffsetEnabled)
1145 rasterizer.rasterize(&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
1153 if (buffers.fragmentDepthBuffer && state.fragOps.polygonOffsetEnabled)
1155 buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx] + depthOffset, 0.0f, 1.0f);
1162 if (buffers.fragmentDepthBuffer && state.fragOps.depthClampEnabled)
1164 buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx], depthClampMin, depthClampMax);
1168 writeFragmentPackets(state, renderTarget, program, &buffers.fragmentPackets[0], numRasterizedPackets, visibleFace, buffers.shaderOutputs, buffers.shaderOutputsSrc1, buffers.fragmentDepthBuffer, buffers.shadedFragments);
1183 FragmentShadingContext shadingContext (line.v0->outputs, line.v1->outputs, DE_NULL, &buffers.shaderOutputs[0], &buffers.shaderOutputsSrc1[0], buffers.fragmentDepthBuffer, line.v1->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples, FACETYPE_FRONT);
1201 msaaRasterizer.rasterize (&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
1203 aliasedRasterizer.rasterize (&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
1215 if (buffers.fragmentDepthBuffer && state.fragOps.depthClampEnabled)
1217 buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx], depthClampMin, depthClampMax);
1221 writeFragmentPackets(state, renderTarget, program, &buffers.fragmentPackets[0], numRasterizedPackets, rr::FACETYPE_FRONT, buffers.shaderOutputs, buffers.shaderOutputsSrc1, buffers.fragmentDepthBuffer, buffers.shadedFragments);
1249 FragmentShadingContext shadingContext(point.v0->outputs, DE_NULL, DE_NULL, &buffers.shaderOutputs[0], &buffers.shaderOutputsSrc1[0], buffers.fragmentDepthBuffer, point.v0->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples, FACETYPE_FRONT);
1259 rasterizer1.rasterize(&buffers.fragmentPackets[0], buffers.fragmentDepthBuffer, maxFragmentPackets, numRasterizedPackets);
1262 float* const depthBufferAppendPointer = (buffers.fragmentDepthBuffer) ? (buffers.fragmentDepthBuffer + numRasterizedPackets*numSamples*4) : (DE_NULL);
1280 if (buffers.fragmentDepthBuffer && state.fragOps.depthClampEnabled)
1282 buffers.fragmentDepthBuffer[sampleNdx] = de::clamp(buffers.fragmentDepthBuffer[sampleNdx], depthClampMin, depthClampMax);
1286 writeFragmentPackets(state, renderTarget, program, &buffers.fragmentPackets[0], numRasterizedPackets, rr::FACETYPE_FRONT, buffers.shaderOutputs, buffers.shaderOutputsSrc1, buffers.fragmentDepthBuffer, buffers.shadedFragments);
1326 buffers.fragmentDepthBuffer = depthBufferPointer;