Home
last modified time | relevance | path

Searched refs:FMT_DEPTH (Results 1 – 8 of 8) sorted by relevance

/dports/games/taisei/taisei-1.3.2/src/renderer/glescommon/
H A Dtexture.c34 #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 …]
/dports/games/OpenLara/OpenLara-b4b19f2/src/
H A Dcore.h485 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);
H A Dtexture.h94 format = FMT_DEPTH; in Texture()
97 if (format == FMT_DEPTH) { in Texture()
/dports/games/OpenLara/OpenLara-b4b19f2/src/gapi/
H A Dd3d8.h256 bool isDepth = fmt == FMT_DEPTH || fmt == FMT_SHADOW; in init()
661 bool depth = target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW; in bindTarget()
H A Dd3d9.h259 bool isDepth = fmt == FMT_DEPTH || fmt == FMT_SHADOW; in init()
628 bool depth = target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW; in bindTarget()
H A Dgxm.h872 if (fmt == FMT_DEPTH || fmt == FMT_SHADOW) { in init()
1269 …SceGxmColorSurface *colorSurface = (target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW) ? NULL … in bindTarget()
H A Dgl.h916 if (fmt == FMT_DEPTH || fmt == FMT_SHADOW) { in getFormat()
1550 bool depth = target->fmt == FMT_DEPTH || target->fmt == FMT_SHADOW; in bindTarget()
H A Dd3d11.h301 bool isDepth = fmt == FMT_DEPTH || fmt == FMT_SHADOW; in init()