/third_party/vk-gl-cts/modules/gles3/functional/ |
D | es3fFboInvalidateTests.cpp | 61 if (discardBufferBits & GL_DEPTH_BUFFER_BIT) in getDefaultFBDiscardAttachments() 78 …if ((discardBufferBits & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) == (GL_DEPTH_BUFFER_BIT|GL_S… in getFBODiscardAttachments() 80 else if (discardBufferBits & GL_DEPTH_BUFFER_BIT) in getFBODiscardAttachments() 152 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 177 if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0) in render() 226 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 269 if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0) in render() 318 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 384 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 501 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() [all …]
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D | es3fFboRenderTest.cpp | 126 if (buffers & GL_DEPTH_BUFFER_BIT) in getName() 131 if (buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in getName() 284 if (m_config.buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in Framebuffer() 297 deUint32 bit = ndx ? GL_STENCIL_BUFFER_BIT : GL_DEPTH_BUFFER_BIT; in Framebuffer() 452 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 476 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 562 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 669 context.clear(GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 675 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 856 return (config.buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) != 0; in isConfigSupported() [all …]
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D | es3fDepthStencilClearTests.cpp | 264 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break; in generateClears() 266 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears() 270 clear->clearMask = GL_DEPTH_BUFFER_BIT; in generateClears() 290 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL() 424 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
D | OcclusionQueriesTest.cpp | 50 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 95 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 130 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 139 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 145 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 155 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 161 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 167 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 431 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 443 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() [all …]
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D | BlitFramebufferANGLETest.cpp | 326 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in multisampleTestHelper() 398 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 429 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 455 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 473 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 490 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 514 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 543 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 553 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 580 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() [all …]
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D | MultiDrawTest.cpp | 310 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in DoDrawArrays() 338 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in DoDrawElements() 633 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 642 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 649 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 660 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 676 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 739 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 748 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 755 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() [all …]
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D | ReadOnlyFeedbackLoopTest.cpp | 32 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testSetUp() 91 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 126 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
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D | TimerQueriesTest.cpp | 107 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 120 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 202 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 305 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 438 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 504 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
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D | DepthStencilFormatsTest.cpp | 102 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer() 122 glClear(GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer() 327 GLbitfield clearBits = GL_DEPTH_BUFFER_BIT; in depthStencilReadbackCase() 670 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 673 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 676 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 679 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 690 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 754 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 1034 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() [all …]
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D | DrawBaseVertexBaseInstanceTest.cpp | 310 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawArraysInstancedBaseInstance() 322 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doMultiDrawArraysInstancedBaseInstance() 342 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawElementsInstancedBaseVertexBaseInstance() 361 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawArraysBaseInstanceReset() 367 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawElementsBaseVertexBaseInstanceReset() 374 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doMultiDrawElementsInstancedBaseVertexBaseInstance()
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D | PointSpritesTest.cpp | 84 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPointCoordAndPointSizeCompliance() 311 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 354 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 511 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
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D | DepthStencilTest.cpp | 180 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked() 193 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked() 215 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked() 291 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 333 glClear(GL_DEPTH_BUFFER_BIT); in clearAndCompareDepth()
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/third_party/flutter/skia/third_party/externals/angle2/src/tests/gl_tests/ |
D | BlitFramebufferANGLETest.cpp | 324 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in multisampleTestHelper() 396 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 428 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 457 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 467 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 494 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 504 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 531 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 541 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 564 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() [all …]
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D | TimerQueriesTest.cpp | 101 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 114 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 196 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 296 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 427 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 491 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
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D | OcclusionQueriesTest.cpp | 46 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 94 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 124 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P() 198 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
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D | DepthStencilFormatsTest.cpp | 92 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer() 112 glClear(GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer() 436 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 439 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 442 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 445 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 456 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 520 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P() 850 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
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D | DepthStencilTest.cpp | 172 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked() 185 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked() 207 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked()
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D | PointSpritesTest.cpp | 85 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPointCoordAndPointSizeCompliance() 332 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 375 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 526 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
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/third_party/mesa3d/src/mesa/main/ |
D | depth.c | 50 ctx->PopAttribState |= GL_DEPTH_BUFFER_BIT; in _mesa_ClearDepth() 86 GL_DEPTH_BUFFER_BIT); in depth_func() 133 GL_DEPTH_BUFFER_BIT); in _mesa_DepthMask() 167 GL_DEPTH_BUFFER_BIT); in _mesa_DepthBoundsEXT()
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/ |
D | PointSpriteTest.cpp | 74 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 80 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
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/third_party/flutter/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/ |
D | PointSpriteTest.cpp | 74 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P() 80 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
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/third_party/flutter/skia/third_party/externals/angle2/samples/tex_redef_microbench/ |
D | TexRedefMicroBench.cpp | 168 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in draw() 207 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in draw() 225 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in draw()
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/third_party/skia/third_party/externals/angle2/samples/tex_redef_microbench/ |
D | TexRedefMicroBench.cpp | 162 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in draw() 201 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in draw() 219 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in draw()
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/third_party/vk-gl-cts/modules/gles2/functional/ |
D | es2fDepthStencilClearTests.cpp | 261 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break; in generateClears() 263 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears() 267 clear->clearMask = GL_DEPTH_BUFFER_BIT; in generateClears() 287 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL() 421 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
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/third_party/mesa3d/src/gallium/targets/osmesa/ |
D | test-render.cpp | 189 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST() 200 glClear(GL_DEPTH_BUFFER_BIT); in TEST() 211 glClear(GL_DEPTH_BUFFER_BIT); in TEST()
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