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Searched refs:GL_STENCIL_BUFFER_BIT (Results 1 – 25 of 186) sorted by relevance

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/third_party/vk-gl-cts/modules/gles3/functional/
Des3fFboInvalidateTests.cpp64 if (discardBufferBits & GL_STENCIL_BUFFER_BIT) in getDefaultFBDiscardAttachments()
78 …(discardBufferBits & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) == (GL_DEPTH_BUFFER_BIT|GL_STENC… in getFBODiscardAttachments()
82 else if (discardBufferBits & GL_STENCIL_BUFFER_BIT) in getFBODiscardAttachments()
152 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
183 if ((m_buffers & GL_STENCIL_BUFFER_BIT) == 0) in render()
226 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
275 if ((m_buffers & GL_STENCIL_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()
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Des3fFboRenderTest.cpp128 if (buffers & GL_STENCIL_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()
568 context.clear(GL_STENCIL_BUFFER_BIT); in render()
571 context.clear(GL_STENCIL_BUFFER_BIT); in render()
631 bool stencil = (m_config.buffers & GL_STENCIL_BUFFER_BIT) != 0; in render()
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Des3fDepthStencilClearTests.cpp265 case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT; break; in generateClears()
266 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears()
274 clear->clearMask = GL_STENCIL_BUFFER_BIT; in generateClears()
290 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL()
468 if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0) in renderReference()
Des3fDepthTests.cpp150 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
163 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
Des3fScissorTests.cpp105 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
Des3fStencilTests.cpp236 context.clear(GL_STENCIL_BUFFER_BIT); in executeOps()
332 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
351 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
DOcclusionQueriesTest.cpp50 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()
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DBlitFramebufferANGLETest.cpp326 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()
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DTimerQueriesTest.cpp107 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()
DDepthStencilTest.cpp180 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()
417 glClear(GL_STENCIL_BUFFER_BIT); in TEST_P()
467 glClear(GL_STENCIL_BUFFER_BIT); in TEST_P()
515 glClear(GL_STENCIL_BUFFER_BIT); in TEST_P()
DClearTest.cpp626 glClear(GL_STENCIL_BUFFER_BIT); in TEST_P()
636 glClear(GL_STENCIL_BUFFER_BIT); in TEST_P()
1692 (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); in maskedScissoredColorDepthStencilClear()
1723 (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); in maskedScissoredColorDepthStencilClear()
1883 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1908 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2055 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2171 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2237 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2245 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
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DVulkanPerformanceCounterTest.cpp84 (clearStencil ? GL_STENCIL_BUFFER_BIT : 0)); in setupClearAndDrawForInvalidateTest()
1291 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1567 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1630 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1721 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1895 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2011 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2142 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2265 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2568 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
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DMultisampledRenderToTextureTest.cpp1439 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1490 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1750 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in drawCopyDrawAttachDepthStencilClearThenDrawCommon()
2050 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in depthStencilClearThenDrawCommon()
2136 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2344 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2362 GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); in TEST_P()
2399 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
2404 GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); in TEST_P()
2492 GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); in TEST_P()
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/third_party/mesa3d/src/mesa/main/
Dstencil.c117 ctx->PopAttribState |= GL_STENCIL_BUFFER_BIT; in _mesa_ClearStencil()
163 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in _mesa_StencilFuncSeparateATI()
195 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in stencil_func()
210 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in stencil_func()
269 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in _mesa_StencilMask()
278 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in _mesa_StencilMask()
310 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in stencil_op()
325 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in stencil_op()
401 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in stencil_op_separate()
414 FLUSH_VERTICES(ctx, 0, GL_STENCIL_BUFFER_BIT); in stencil_op_separate()
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Dblit.c364 GL_STENCIL_BUFFER_BIT); in do_blit_framebuffer()
575 if (mask & GL_STENCIL_BUFFER_BIT) in do_blit_framebuffer()
609 if (mask & GL_STENCIL_BUFFER_BIT) { in do_blit_framebuffer()
653 GL_STENCIL_BUFFER_BIT); in blit_framebuffer()
683 if ((mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) in blit_framebuffer()
764 if (mask & GL_STENCIL_BUFFER_BIT) { in blit_framebuffer()
777 mask &= ~GL_STENCIL_BUFFER_BIT; in blit_framebuffer()
/third_party/vk-gl-cts/modules/gles2/functional/
Des2fFboRenderTest.cpp588 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
612 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
675 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
793 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
890 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
976 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1031 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1037 context.clear(GL_STENCIL_BUFFER_BIT); in render()
1040 context.clear(GL_STENCIL_BUFFER_BIT); in render()
1151 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
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Des2fDepthStencilClearTests.cpp262 case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT; break; in generateClears()
263 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears()
271 clear->clearMask = GL_STENCIL_BUFFER_BIT; in generateClears()
287 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL()
465 if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0) in renderReference()
Des2fDepthTests.cpp147 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
160 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
Des2fScissorTests.cpp95 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
Des2fStencilTests.cpp233 context.clear(GL_STENCIL_BUFFER_BIT); in executeOps()
329 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
348 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
/third_party/vk-gl-cts/modules/gles3/performance/
Des3pDepthTests.cpp583 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in iterate()
806 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
813 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
866 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in calibrate()
947 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in calibrate()
984 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
994 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
1008 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
1025 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
1710 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
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/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/
DBlitFramebufferPerf.cpp53 return GL_STENCIL_BUFFER_BIT; in BufferTypeMask()
55 return (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in BufferTypeMask()
/third_party/skia/third_party/externals/angle2/samples/stencil_operations/
DStencilOperations.cpp115 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in draw()
/third_party/vk-gl-cts/modules/gles31/functional/
Des31fTextureFormatTests.cpp227 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in testLayerFace()
374 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
377 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
/third_party/skia/tools/sk_app/win/
DGLWindowContext_win.cpp99 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()

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