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Searched refs:DEPTH_RESOLVE (Results 1 - 2 of 2) sorted by relevance

/third_party/mesa3d/src/amd/vulkan/
H A Dradv_meta_resolve_fs.c231 enum { DEPTH_RESOLVE, STENCIL_RESOLVE }; enumerator
254 enum glsl_base_type img_base_type = index == DEPTH_RESOLVE ? GLSL_TYPE_FLOAT : GLSL_TYPE_UINT; in build_depth_stencil_resolve_fragment_shader()
260 index == DEPTH_RESOLVE ? "depth" : "stencil", in build_depth_stencil_resolve_fragment_shader()
268 fs_out->data.location = index == DEPTH_RESOLVE ? FRAG_RESULT_DEPTH : FRAG_RESULT_STENCIL; in build_depth_stencil_resolve_fragment_shader()
278 nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float32 : nir_type_uint32; in build_depth_stencil_resolve_fragment_shader()
318 assert(index == DEPTH_RESOLVE); in build_depth_stencil_resolve_fragment_shader()
322 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_fragment_shader()
328 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_fragment_shader()
358 if (index == DEPTH_RESOLVE) in create_depth_stencil_resolve_pipeline()
364 assert(index == DEPTH_RESOLVE); in create_depth_stencil_resolve_pipeline()
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H A Dradv_meta_resolve_cs.c109 DEPTH_RESOLVE, enumerator
134 enum glsl_base_type img_base_type = index == DEPTH_RESOLVE ? GLSL_TYPE_FLOAT : GLSL_TYPE_UINT; in build_depth_stencil_resolve_compute_shader()
140 index == DEPTH_RESOLVE ? "depth" : "stencil", in build_depth_stencil_resolve_compute_shader()
157 nir_alu_type type = index == DEPTH_RESOLVE ? nir_type_float32 : nir_type_uint32; in build_depth_stencil_resolve_compute_shader()
197 assert(index == DEPTH_RESOLVE); in build_depth_stencil_resolve_compute_shader()
201 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_compute_shader()
207 if (index == DEPTH_RESOLVE) in build_depth_stencil_resolve_compute_shader()
402 device, samples, DEPTH_RESOLVE, VK_RESOLVE_MODE_AVERAGE_BIT, in radv_device_init_meta_resolve_compute_state()
407 res = create_depth_stencil_resolve_pipeline(device, samples, DEPTH_RESOLVE, in radv_device_init_meta_resolve_compute_state()
413 res = create_depth_stencil_resolve_pipeline(device, samples, DEPTH_RESOLVE, in radv_device_init_meta_resolve_compute_state()
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