Searched refs:haveDepthBuffer (Results 1 – 16 of 16) sorted by relevance
78 GLboolean haveDepthBuffer; member
463 config->haveDepthBuffer = (config->depthBits > 0); in __glXInitializeVisualConfigFromTags()
263 if (fb->Visual.haveDepthBuffer && fb->Visual.haveStencilBuffer) in nouveau_update_renderbuffers()265 else if (fb->Visual.haveDepthBuffer) in nouveau_update_renderbuffers()
299 vis->haveDepthBuffer = depthBits > 0; in _mesa_initialize_visual()1343 if (ctxvis->haveDepthBuffer && !bufvis->haveDepthBuffer) in check_compatible()
218 && ctx->DrawBuffer->Visual.haveDepthBuffer) { in _mesa_Clear()
558 fb->Visual.haveDepthBuffer = GL_TRUE; in _mesa_update_framebuffer_visual()
520 GLboolean haveDepthBuffer; member
309 if (mode->haveDepthBuffer || mode->haveStencilBuffer) in dri_fill_st_visual()
385 modes->haveDepthBuffer = (modes->depthBits > 0); in driCreateConfigs()
494 visual->haveDepthBuffer, in dri_create_buffer()
380 mode->haveDepthBuffer = mode->depthBits > 0; in st_visual_to_context_mode()
743 osmesa->gl_visual->haveDepthBuffer, in OSMesaCreateContextExt()
783 vis->haveDepthBuffer = depth_size > 0; in XMesaCreateVisual()
337 vis->mesa_visual.haveDepthBuffer, in create_xmesa_buffer()