Searched refs:clamp_frag_depth_in_shader (Results 1 – 5 of 5) sorted by relevance
149 st->clamp_frag_depth_in_shader && in st_update_fp()220 st->clamp_frag_depth_in_shader && in st_update_vp()285 st->clamp_frag_depth_in_shader && in st_update_common_program()
243 if (st->clamp_frag_depth_in_shader && (new_state & _NEW_VIEWPORT)) { in st_invalidate_state()547 if (st->clamp_frag_depth_in_shader) { in st_init_driver_flags()760 st->clamp_frag_depth_in_shader = true; in st_create_context_priv()792 !st->clamp_frag_depth_in_shader && in st_create_context_priv()802 !st->clamp_frag_depth_in_shader && in st_create_context_priv()809 !st->clamp_frag_depth_in_shader && in st_create_context_priv()813 !st->clamp_frag_depth_in_shader && in st_create_context_priv()
271 raster->depth_clip_near = st->clamp_frag_depth_in_shader || in st_update_rasterizer()273 raster->depth_clip_far = st->clamp_frag_depth_in_shader || in st_update_rasterizer()
135 boolean clamp_frag_depth_in_shader; member
795 rasterizer.depth_clip_near = st->clamp_frag_depth_in_shader || in draw_textured_quad()797 rasterizer.depth_clip_far = st->clamp_frag_depth_in_shader || in draw_textured_quad()1281 if (st_context(ctx)->clamp_frag_depth_in_shader) { in get_effective_raster_z()