Searched refs:FMT_DEPTH (Results 1 – 8 of 8) sorted by relevance
/dports/games/taisei/taisei-1.3.2/src/renderer/glescommon/ |
H A D | texture.c | 34 #define FMT_DEPTH { GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, PIXMAP_FORMAT_R16 } macro 62 [TEX_TYPE_DEPTH_8] = MAKEFMT(GL_DEPTH_COMPONENT16, FMT_DEPTH), 63 [TEX_TYPE_DEPTH_16] = MAKEFMT(GL_DEPTH_COMPONENT16, FMT_DEPTH), 64 [TEX_TYPE_DEPTH_24] = MAKEFMT(GL_DEPTH_COMPONENT16, FMT_DEPTH), 65 [TEX_TYPE_DEPTH_32] = MAKEFMT(GL_DEPTH_COMPONENT16, FMT_DEPTH), 66 [TEX_TYPE_DEPTH_16_FLOAT] = MAKEFMT(GL_DEPTH_COMPONENT16, FMT_DEPTH), 67 [TEX_TYPE_DEPTH_32_FLOAT] = MAKEFMT(GL_DEPTH_COMPONENT16, FMT_DEPTH), 87 set_format(TEX_TYPE_DEPTH_8, GL_DEPTH_COMPONENT, FMTSTRUCT(FMT_DEPTH)); in gles_init_texformats_table() 88 set_format(TEX_TYPE_DEPTH_16, GL_DEPTH_COMPONENT, FMTSTRUCT(FMT_DEPTH)); in gles_init_texformats_table() 89 set_format(TEX_TYPE_DEPTH_24, GL_DEPTH_COMPONENT, FMTSTRUCT(FMT_DEPTH)); in gles_init_texformats_table() [all …]
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/dports/games/OpenLara/OpenLara-b4b19f2/src/ |
H A D | core.h | 485 FMT_DEPTH, enumerator 1079 bool depth = target && (target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW); in validateRenderState() 1203 bool isColor = !color || (color->fmt != FMT_DEPTH && color->fmt != FMT_SHADOW);
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H A D | texture.h | 94 format = FMT_DEPTH; in Texture() 97 if (format == FMT_DEPTH) { in Texture()
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/dports/games/OpenLara/OpenLara-b4b19f2/src/gapi/ |
H A D | d3d8.h | 256 bool isDepth = fmt == FMT_DEPTH || fmt == FMT_SHADOW; in init() 661 bool depth = target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW; in bindTarget()
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H A D | d3d9.h | 259 bool isDepth = fmt == FMT_DEPTH || fmt == FMT_SHADOW; in init() 628 bool depth = target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW; in bindTarget()
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H A D | gxm.h | 872 if (fmt == FMT_DEPTH || fmt == FMT_SHADOW) { in init() 1269 …SceGxmColorSurface *colorSurface = (target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW) ? NULL … in bindTarget()
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H A D | gl.h | 916 if (fmt == FMT_DEPTH || fmt == FMT_SHADOW) { in getFormat() 1550 bool depth = target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW; in bindTarget()
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H A D | d3d11.h | 301 bool isDepth = fmt == FMT_DEPTH || fmt == FMT_SHADOW; in init()
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