Searched refs:mDepthBufferFormat (Results 1 – 6 of 6) sorted by relevance
67 GLenum getDepthBufferInternalFormat() const { return mDepthBufferFormat; } in getDepthBufferInternalFormat()76 const GLenum mDepthBufferFormat; variable
20 mDepthBufferFormat(depthBufferFormat), in SwapChainD3D()
44 mDepthBufferFormat(GL_NONE), in DXGISwapChainWindowSurfaceWGL()104 mDepthBufferFormat = GL_DEPTH24_STENCIL8; in initialize()283 if (mDepthBufferFormat != GL_NONE) in createDefaultFramebuffer()286 gl::GetSizedInternalFormatInfo(mDepthBufferFormat); in createDefaultFramebuffer()529 if (mDepthBufferFormat != GL_NONE) in createSwapChain()533 mFunctionsGL->renderbufferStorage(GL_RENDERBUFFER, mDepthBufferFormat, in createSwapChain()
85 GLenum mDepthBufferFormat; variable
181 d3d9::GetTextureFormatInfo(mDepthBufferFormat); in reset()244 if (mDepthBufferFormat != GL_NONE) in reset()
381 if (mDepthBufferFormat != GL_NONE) in resetOffscreenDepthBuffer()384 d3d11::Format::Get(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps()); in resetOffscreenDepthBuffer()