Searched refs:depthStencilRTView (Results 1 – 3 of 3) sorted by relevance
/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/Common/GPU/D3D11/ |
H A D | thin3d_d3d11.cpp | 1239 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()
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/dports/emulators/ppsspp/ppsspp-1.12.3/Common/GPU/D3D11/ |
H A D | thin3d_d3d11.cpp | 1239 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()
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/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/Common/GPU/D3D11/ |
H A D | thin3d_d3d11.cpp | 1239 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()
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