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Searched refs:depthStencilRTView (Results 1 – 3 of 3) sorted by relevance

/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/Common/GPU/D3D11/
H A Dthin3d_d3d11.cpp1239 if (depthStencilRTView) in ~D3D11Framebuffer()
1240 depthStencilRTView->Release(); in ~D3D11Framebuffer()
1250 ID3D11DepthStencilView *depthStencilRTView = nullptr; member in Draw::D3D11Framebuffer
1311 hr = device_->CreateDepthStencilView(fb->depthStencilTex, &descDSV, &fb->depthStencilRTView); in CreateFramebuffer()
1578 if (curRenderTargetView_ == fb->colorRTView && curDepthStencilView_ == fb->depthStencilRTView) { in BindFramebufferAsRenderTarget()
1581 context_->OMSetRenderTargets(1, &fb->colorRTView, fb->depthStencilRTView); in BindFramebufferAsRenderTarget()
1583 curDepthStencilView_ = fb->depthStencilRTView; in BindFramebufferAsRenderTarget()
1643 case FB_DEPTH_BIT | FB_VIEW_BIT: return (uintptr_t)fb->depthStencilRTView; in GetFramebufferAPITexture()
/dports/emulators/ppsspp/ppsspp-1.12.3/Common/GPU/D3D11/
H A Dthin3d_d3d11.cpp1239 if (depthStencilRTView) in ~D3D11Framebuffer()
1240 depthStencilRTView->Release(); in ~D3D11Framebuffer()
1250 ID3D11DepthStencilView *depthStencilRTView = nullptr; member in Draw::D3D11Framebuffer
1311 hr = device_->CreateDepthStencilView(fb->depthStencilTex, &descDSV, &fb->depthStencilRTView); in CreateFramebuffer()
1578 if (curRenderTargetView_ == fb->colorRTView && curDepthStencilView_ == fb->depthStencilRTView) { in BindFramebufferAsRenderTarget()
1581 context_->OMSetRenderTargets(1, &fb->colorRTView, fb->depthStencilRTView); in BindFramebufferAsRenderTarget()
1583 curDepthStencilView_ = fb->depthStencilRTView; in BindFramebufferAsRenderTarget()
1643 case FB_DEPTH_BIT | FB_VIEW_BIT: return (uintptr_t)fb->depthStencilRTView; in GetFramebufferAPITexture()
/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/Common/GPU/D3D11/
H A Dthin3d_d3d11.cpp1239 if (depthStencilRTView) in ~D3D11Framebuffer()
1240 depthStencilRTView->Release(); in ~D3D11Framebuffer()
1250 ID3D11DepthStencilView *depthStencilRTView = nullptr; member in Draw::D3D11Framebuffer
1311 hr = device_->CreateDepthStencilView(fb->depthStencilTex, &descDSV, &fb->depthStencilRTView); in CreateFramebuffer()
1578 if (curRenderTargetView_ == fb->colorRTView && curDepthStencilView_ == fb->depthStencilRTView) { in BindFramebufferAsRenderTarget()
1581 context_->OMSetRenderTargets(1, &fb->colorRTView, fb->depthStencilRTView); in BindFramebufferAsRenderTarget()
1583 curDepthStencilView_ = fb->depthStencilRTView; in BindFramebufferAsRenderTarget()
1643 case FB_DEPTH_BIT | FB_VIEW_BIT: return (uintptr_t)fb->depthStencilRTView; in GetFramebufferAPITexture()