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/third_party/vk-gl-cts/android/cts/master/vk-master-2020-03-01/
Dpipeline.txt1 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
2 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
3 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
4 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
5 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
6 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
7 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
8 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
9 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
10 dEQP-VK.pipeline.stencil.format.d16_unorm_s8_uint_separate_layouts.states.fail_keep.pass_keep.dfail…
[all …]
/third_party/mesa3d/src/gallium/drivers/svga/
Dsvga_pipe_depthstencil.c103 ds->stencil[0].enabled, /*f|b*/ in define_depth_stencil_state_object()
104 ds->stencil[0].enabled, /*f*/ in define_depth_stencil_state_object()
105 ds->stencil[0].enabled, /*b*/ in define_depth_stencil_state_object()
109 ds->stencil[0].fail, in define_depth_stencil_state_object()
110 ds->stencil[0].zfail, in define_depth_stencil_state_object()
111 ds->stencil[0].pass, in define_depth_stencil_state_object()
112 ds->stencil[0].func, in define_depth_stencil_state_object()
114 ds->stencil[1].fail, in define_depth_stencil_state_object()
115 ds->stencil[1].zfail, in define_depth_stencil_state_object()
116 ds->stencil[1].pass, in define_depth_stencil_state_object()
[all …]
/third_party/openGLES/extensions/EXT/
DEXT_stencil_clear_tag.txt42 recent "soft" stenciled shadow volume techniques, and stencil-based
44 are multiple stencil buffer clears for each depth buffer clear.
46 of the 8 typical stencil bitplanes for their stencil requirements.
47 In such cases, there is the potential for unused stencil bitplanes
48 to encode a "stencil clear tag" in such a way to reduce the number
49 of actual stencil clears. The idea is that switching to an unused
50 stencil clear tag logically corresponds to when an application would
51 otherwise perform a framebuffer-wide stencil clear.
54 amortizing the cost of multiple stencil-only clears by using a
55 client-specified number of upper bits of the stencil buffer to
[all …]
DEXT_stencil_two_side.txt41 This extension provides two-sided stencil testing where the
42 stencil-related state (stencil operations, reference value, compare
44 polygons. Two-sided stencil testing may improve the performance
50 Is this sufficient for shadow volume stencil update in a single pass?
54 An application that wishes to increment the stencil value for
56 decrement the stencil value for rasterized fragments of depth-test
67 glStencilOp(GL_KEEP, // stencil test fail
74 glStencilOp(GL_KEEP, // stencil test fail
84 conventional GL_INCR and GL_DECR operations, is to clear the stencil
85 buffer to one half the stencil buffer value range, say 128 for an
[all …]
/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/
DEXT_stencil_clear_tag.txt42 recent "soft" stenciled shadow volume techniques, and stencil-based
44 are multiple stencil buffer clears for each depth buffer clear.
46 of the 8 typical stencil bitplanes for their stencil requirements.
47 In such cases, there is the potential for unused stencil bitplanes
48 to encode a "stencil clear tag" in such a way to reduce the number
49 of actual stencil clears. The idea is that switching to an unused
50 stencil clear tag logically corresponds to when an application would
51 otherwise perform a framebuffer-wide stencil clear.
54 amortizing the cost of multiple stencil-only clears by using a
55 client-specified number of upper bits of the stencil buffer to
[all …]
DEXT_stencil_two_side.txt41 This extension provides two-sided stencil testing where the
42 stencil-related state (stencil operations, reference value, compare
44 polygons. Two-sided stencil testing may improve the performance
50 Is this sufficient for shadow volume stencil update in a single pass?
54 An application that wishes to increment the stencil value for
56 decrement the stencil value for rasterized fragments of depth-test
67 glStencilOp(GL_KEEP, // stencil test fail
74 glStencilOp(GL_KEEP, // stencil test fail
84 conventional GL_INCR and GL_DECR operations, is to clear the stencil
85 buffer to one half the stencil buffer value range, say 128 for an
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/third_party/mesa3d/src/gallium/drivers/etnaviv/
Detnaviv_zsa.c63 if(so->stencil[i].writemask == 0) in etna_zsa_state_create()
65 … so->stencil[i].fail_op = so->stencil[i].zfail_op = so->stencil[i].zpass_op = PIPE_STENCIL_OP_KEEP; in etna_zsa_state_create()
72 if (so->stencil[0].enabled) { in etna_zsa_state_create()
73 if (so->stencil[0].func != PIPE_FUNC_ALWAYS || in etna_zsa_state_create()
74 (so->stencil[1].enabled && so->stencil[1].func != PIPE_FUNC_ALWAYS)) in etna_zsa_state_create()
77 if (so->stencil[0].fail_op != PIPE_STENCIL_OP_KEEP || in etna_zsa_state_create()
78 so->stencil[0].zfail_op != PIPE_STENCIL_OP_KEEP || in etna_zsa_state_create()
79 so->stencil[0].zpass_op != PIPE_STENCIL_OP_KEEP) { in etna_zsa_state_create()
82 } else if (so->stencil[1].enabled) { in etna_zsa_state_create()
83 if (so->stencil[1].fail_op != PIPE_STENCIL_OP_KEEP || in etna_zsa_state_create()
[all …]
/third_party/skia/third_party/externals/opengl-registry/extensions/AMD/
DAMD_stencil_operation_extended.txt39 incoming value and action taken based on that value. The stencil buffer is
40 updated during rasterization, and the operation used to update the stencil
41 buffer is chosen based on whether the fragment passes the stencil test,
44 or clearing the content of the stencil buffer, or replacing it with a
48 be performed on the stencil buffer under each circumstance. Additionally,
49 this extension separates the value used as the source for stencil
51 in the stencil test, and in the update of the stencil buffer.
96 The stencil test is controlled with
112 happens to the stored stencil value if this or certain subsequent tests fail
113 or pass. sfail indicates what action is taken if the stencil test fails.
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DAMD_shader_stencil_export.txt43 In OpenGL, the stencil test is a powerful mechanism to selectively discard
44 fragments based on the content of the stencil buffer. However, facilites
45 to update the content of the stencil buffer are limited to operations such
50 stencil reference value per invocation. When stencil testing is enabled,
52 shader. When the stencil operation is set to GL_REPLACE, this allows a
53 value generated in the shader to be written to the stencil buffer directly.
119 Writing to gl_FragStencilRefAMD will establish the stencil reference value
122 and higher order bits are discarded. If stencil testing is enabled and no
124 stencil reference will be used as the fragment's stencil reference value.
127 gl_FragStencilRefAMD, then the value of the fragment's stencil reference
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DAMD_shader_stencil_value_export.txt40 OpenGL includes stencil testing functionality that allows an application
42 of a stencil buffer and fragments kept or discarded based on the results
43 of this test. In addition to updating the stencil buffer with simple
45 written directly into the stencil buffer.
48 operations that may be performed on the stencil buffer to include logical
49 and arithmetic operations. It also introduced new state, the stencil
51 the stencil buffer using an application supplied constant value as a source
52 value, rather than the reference value used in the stencil test.
55 used for the stencil test to be generated and exported from a fragment
56 shader. This extension provides similar functionality for the stencil
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/third_party/openGLES/extensions/AMD/
DAMD_stencil_operation_extended.txt39 incoming value and action taken based on that value. The stencil buffer is
40 updated during rasterization, and the operation used to update the stencil
41 buffer is chosen based on whether the fragment passes the stencil test,
44 or clearing the content of the stencil buffer, or replacing it with a
48 be performed on the stencil buffer under each circumstance. Additionally,
49 this extension separates the value used as the source for stencil
51 in the stencil test, and in the update of the stencil buffer.
96 The stencil test is controlled with
112 happens to the stored stencil value if this or certain subsequent tests fail
113 or pass. sfail indicates what action is taken if the stencil test fails.
[all …]
DAMD_shader_stencil_export.txt43 In OpenGL, the stencil test is a powerful mechanism to selectively discard
44 fragments based on the content of the stencil buffer. However, facilites
45 to update the content of the stencil buffer are limited to operations such
50 stencil reference value per invocation. When stencil testing is enabled,
52 shader. When the stencil operation is set to GL_REPLACE, this allows a
53 value generated in the shader to be written to the stencil buffer directly.
119 Writing to gl_FragStencilRefAMD will establish the stencil reference value
122 and higher order bits are discarded. If stencil testing is enabled and no
124 stencil reference will be used as the fragment's stencil reference value.
127 gl_FragStencilRefAMD, then the value of the fragment's stencil reference
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/third_party/vk-gl-cts/modules/gles2/functional/
Des2fDepthStencilTests.cpp101 StencilParams stencil[rr::FACETYPE_LAST]; member
138 log << params.stencil[rr::FACETYPE_FRONT]; in operator <<()
141 log << params.stencil[rr::FACETYPE_BACK]; in operator <<()
163 int stencil; member
170 , stencil (0) in ClearCommand()
181 , stencil (stencil_) in ClearCommand()
354 cmd.params.stencil[rr::FACETYPE_FRONT].function = GL_EQUAL; in generateStencilVisualizeCommands()
355 cmd.params.stencil[rr::FACETYPE_FRONT].reference = stencilValues[ndx]; in generateStencilVisualizeCommands()
356 cmd.params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u; in generateStencilVisualizeCommands()
357 cmd.params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_KEEP; in generateStencilVisualizeCommands()
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/third_party/vk-gl-cts/modules/gles3/functional/
Des3fDepthStencilTests.cpp101 StencilParams stencil[rr::FACETYPE_LAST]; member
138 log << params.stencil[rr::FACETYPE_FRONT]; in operator <<()
141 log << params.stencil[rr::FACETYPE_BACK]; in operator <<()
163 int stencil; member
170 , stencil (0) in ClearCommand()
181 , stencil (stencil_) in ClearCommand()
354 cmd.params.stencil[rr::FACETYPE_FRONT].function = GL_EQUAL; in generateStencilVisualizeCommands()
355 cmd.params.stencil[rr::FACETYPE_FRONT].reference = stencilValues[ndx]; in generateStencilVisualizeCommands()
356 cmd.params.stencil[rr::FACETYPE_FRONT].compareMask = ~0u; in generateStencilVisualizeCommands()
357 cmd.params.stencil[rr::FACETYPE_FRONT].stencilFailOp = GL_KEEP; in generateStencilVisualizeCommands()
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/third_party/mesa3d/src/mesa/state_tracker/
Dst_atom_depth.c101 dsa->stencil[0].enabled = 1; in st_update_depth_stencil_alpha()
102 dsa->stencil[0].func = func_to_gallium(ctx->Stencil.Function[0]); in st_update_depth_stencil_alpha()
103 dsa->stencil[0].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[0]); in st_update_depth_stencil_alpha()
104 dsa->stencil[0].zfail_op = gl_stencil_op_to_pipe(ctx->Stencil.ZFailFunc[0]); in st_update_depth_stencil_alpha()
105 dsa->stencil[0].zpass_op = gl_stencil_op_to_pipe(ctx->Stencil.ZPassFunc[0]); in st_update_depth_stencil_alpha()
106 dsa->stencil[0].valuemask = ctx->Stencil.ValueMask[0] & 0xff; in st_update_depth_stencil_alpha()
107 dsa->stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff; in st_update_depth_stencil_alpha()
112 dsa->stencil[1].enabled = 1; in st_update_depth_stencil_alpha()
113 dsa->stencil[1].func = func_to_gallium(ctx->Stencil.Function[back]); in st_update_depth_stencil_alpha()
114 dsa->stencil[1].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[back]); in st_update_depth_stencil_alpha()
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/third_party/vk-gl-cts/doc/testspecs/GLES2/
Dfunctional.stencil.txt22 + dEQP-GLES2.functional.stencil.*
26 + Stencil update with GL_REPLACE in stencil fail, depth fail and depth pass
27 + All stencil update modes in stencil fail
28 + All stencil comparison modes
29 + Masked stencil comparison
30 + Out-of-range stencil clear values
31 + Out-of-range stencil update values
35 + Exhaustive testing of all possible stencil test states
40 stencil value, choosen uniformly from available values. In addition there are
41 two cells that target out-of-range stencil values. The amount of cells is scaled
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/third_party/mesa3d/docs/gallium/cso/
Ddsa.rst1 .. _depth-stencil-alpha:
6 These three states control the depth, stencil, and alpha tests, used to
32 Whether the stencil test is enabled. For the second stencil, whether the
33 two-sided stencil is enabled. If two-sided stencil is disabled, the other
36 The stencil test function. One of PIPE_FUNC.
38 Stencil test value mask; this is ANDed with the value in the stencil
39 buffer and the reference value before doing the stencil comparison test.
41 Stencil test writemask; this controls which bits of the stencil buffer
44 The operation to carry out if the stencil test fails. One of
47 The operation to carry out if the stencil test passes but the depth test
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_shader_stencil_export.txt49 In OpenGL, the stencil test is a powerful mechanism to selectively discard
50 fragments based on the content of the stencil buffer. However, facilites
51 to update the content of the stencil buffer are limited to operations such
56 stencil reference value per invocation. When stencil testing is enabled,
58 shader. When the stencil operation is set to GL_REPLACE, this allows a
59 value generated in the shader to be written to the stencil buffer directly.
125 Writing to gl_FragStencilRefARB will establish the stencil reference value
128 and higher order bits are discarded. If stencil testing is enabled and no
130 stencil reference will be used as the fragment's stencil reference value.
133 gl_FragStencilRefARB, then the value of the fragment's stencil reference
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DARB_stencil_texturing.txt47 This extension allows texturing of the stencil component of a packed depth
48 stencil texture. Stencil values are returned as unsigned integers. It is
49 not possible to sample both depth and stencil values from the same
75 "The stencil index texture internal component is ignored if the base
80 "The stencil index texture internal component is ignored if the base
85 DEPTH_STENCIL can read the stencil value as described in section
87 The stencil value is read as an integer and assigned to R_t. An unsigned
88 integer sampler should be used to lookup the stencil component, otherwise
107 the stencil index texture component is ignored by default. The texture
108 value <T> does not include a stencil index component, but includes
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/third_party/openGLES/extensions/ARB/
DARB_shader_stencil_export.txt59 In OpenGL, the stencil test is a powerful mechanism to selectively discard
60 fragments based on the content of the stencil buffer. However, facilites
61 to update the content of the stencil buffer are limited to operations such
66 stencil reference value per invocation. When stencil testing is enabled,
68 shader. When the stencil operation is set to GL_REPLACE, this allows a
69 value generated in the shader to be written to the stencil buffer directly.
135 Writing to gl_FragStencilRefARB will establish the stencil reference value
138 and higher order bits are discarded. If stencil testing is enabled and no
140 stencil reference will be used as the fragment's stencil reference value.
143 gl_FragStencilRefARB, then the value of the fragment's stencil reference
[all …]
DARB_stencil_texturing.txt57 This extension allows texturing of the stencil component of a packed depth
58 stencil texture. Stencil values are returned as unsigned integers. It is
59 not possible to sample both depth and stencil values from the same
85 "The stencil index texture internal component is ignored if the base
90 "The stencil index texture internal component is ignored if the base
95 DEPTH_STENCIL can read the stencil value as described in section
97 The stencil value is read as an integer and assigned to R_t. An unsigned
98 integer sampler should be used to lookup the stencil component, otherwise
117 the stencil index texture component is ignored by default. The texture
118 value <T> does not include a stencil index component, but includes
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/third_party/mesa3d/src/intel/vulkan/
Dgfx8_cmd_buffer.c195 ds->stencil.write_enable)) || in want_depth_pma_fix()
288 const bool stc_test_en = ds->stencil.test_enable; in want_stencil_pma_fix()
294 const bool stc_write_en = ds->stencil.write_enable; in want_stencil_pma_fix()
409 .StencilReferenceValue = dyn->ds.stencil.front.reference & 0xff, in genX()
410 .BackfaceStencilReferenceValue = dyn->ds.stencil.back.reference & 0xff, in genX()
441 ds.StencilTestMask = opt_ds.stencil.front.compare_mask & 0xff; in genX()
442 ds.StencilWriteMask = opt_ds.stencil.front.write_mask & 0xff; in genX()
444 ds.BackfaceStencilTestMask = opt_ds.stencil.back.compare_mask & 0xff; in genX()
445 ds.BackfaceStencilWriteMask = opt_ds.stencil.back.write_mask & 0xff; in genX()
450 ds.StencilTestEnable = opt_ds.stencil.test_enable; in genX()
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/third_party/skia/src/gpu/mtl/
DGrMtlDepthStencil.mm75 const GrStencilSettings& stencil,
78 if (!stencil.isDisabled()) {
79 if (stencil.isTwoSided()) {
80 desc.frontFaceStencil = skia_stencil_to_mtl(stencil.postOriginCCWFace(origin));
81 desc.backFaceStencil = skia_stencil_to_mtl(stencil.postOriginCWFace(origin));
84 desc.frontFaceStencil = skia_stencil_to_mtl(stencil.singleSidedFace());
90 GenerateKey(stencil, origin));
110 GrMtlDepthStencil::Key GrMtlDepthStencil::GenerateKey(const GrStencilSettings& stencil,
114 if (stencil.isDisabled()) {
117 if (stencil.isTwoSided()) {
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/third_party/mesa3d/src/gallium/drivers/radeonsi/ci/
Dgfx9-vega20-flakes.csv11 spec@arb_depth_buffer_float@fbo-stencil-gl_depth32f_stencil8-blit
12 spec@arb_texture_stencil8@fbo-stencil-blit
13 spec@ext_framebuffer_object@fbo-stencil-gl_stencil_index1-blit
14 spec@ext_framebuffer_object@fbo-stencil-gl_stencil_index16-copypixels
15 spec@ext_framebuffer_object@fbo-stencil-gl_stencil_index4-blit
16 spec@ext_framebuffer_object@fbo-stencil-gl_stencil_index4-copypixels
17 spec@ext_framebuffer_object@fbo-stencil-gl_stencil_index8-blit
20 spec@ext_packed_depth_stencil@fbo-stencil-gl_depth24_stencil8-copypixels
/third_party/skia/src/gpu/
DGrRenderTarget.cpp21 sk_sp<GrAttachment> stencil) in GrRenderTarget() argument
25 fMSAAStencilAttachment = std::move(stencil); in GrRenderTarget()
27 fStencilAttachment = std::move(stencil); in GrRenderTarget()
47 void GrRenderTarget::attachStencilAttachment(sk_sp<GrAttachment> stencil, bool useMSAASurface) { in attachStencilAttachment() argument
50 if (!stencil && !(this->*stencilAttachment)) { in attachStencilAttachment()
56 if (!this->completeStencilAttachment(stencil.get(), useMSAASurface)) { in attachStencilAttachment()
60 this->*stencilAttachment = std::move(stencil); in attachStencilAttachment()

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