/third_party/vk-gl-cts/android/cts/master/vk-master-2020-03-01/ |
D | pipeline.txt | 1 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 …]
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/third_party/mesa3d/src/gallium/drivers/svga/ |
D | svga_pipe_depthstencil.c | 103 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 …]
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/third_party/openGLES/extensions/EXT/ |
D | EXT_stencil_clear_tag.txt | 42 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 …]
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D | EXT_stencil_two_side.txt | 41 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 …]
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/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/ |
D | EXT_stencil_clear_tag.txt | 42 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 …]
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D | EXT_stencil_two_side.txt | 41 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 …]
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/third_party/mesa3d/src/gallium/drivers/etnaviv/ |
D | etnaviv_zsa.c | 63 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 …]
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/third_party/skia/third_party/externals/opengl-registry/extensions/AMD/ |
D | AMD_stencil_operation_extended.txt | 39 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 …]
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D | AMD_shader_stencil_export.txt | 43 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 [all …]
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D | AMD_shader_stencil_value_export.txt | 40 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 [all …]
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/third_party/openGLES/extensions/AMD/ |
D | AMD_stencil_operation_extended.txt | 39 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 …]
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D | AMD_shader_stencil_export.txt | 43 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 [all …]
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/third_party/vk-gl-cts/modules/gles2/functional/ |
D | es2fDepthStencilTests.cpp | 101 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() [all …]
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/third_party/vk-gl-cts/modules/gles3/functional/ |
D | es3fDepthStencilTests.cpp | 101 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() [all …]
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/third_party/mesa3d/src/mesa/state_tracker/ |
D | st_atom_depth.c | 101 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() [all …]
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/third_party/vk-gl-cts/doc/testspecs/GLES2/ |
D | functional.stencil.txt | 22 + 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 [all …]
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/third_party/mesa3d/docs/gallium/cso/ |
D | dsa.rst | 1 .. _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 [all …]
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/ |
D | ARB_shader_stencil_export.txt | 49 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 [all …]
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D | ARB_stencil_texturing.txt | 47 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 [all …]
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/third_party/openGLES/extensions/ARB/ |
D | ARB_shader_stencil_export.txt | 59 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 …]
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D | ARB_stencil_texturing.txt | 57 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 [all …]
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/third_party/mesa3d/src/intel/vulkan/ |
D | gfx8_cmd_buffer.c | 195 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() [all …]
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/third_party/skia/src/gpu/mtl/ |
D | GrMtlDepthStencil.mm | 75 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()) { [all …]
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/third_party/mesa3d/src/gallium/drivers/radeonsi/ci/ |
D | gfx9-vega20-flakes.csv | 11 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
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/third_party/skia/src/gpu/ |
D | GrRenderTarget.cpp | 21 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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