/third_party/vk-gl-cts/modules/gles3/functional/ |
D | es3fFboInvalidateTests.cpp | 64 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() [all …]
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D | es3fFboRenderTest.cpp | 128 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() [all …]
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D | es3fDepthStencilClearTests.cpp | 265 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()
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D | es3fDepthTests.cpp | 150 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()
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D | es3fScissorTests.cpp | 105 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
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D | es3fStencilTests.cpp | 236 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()
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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 | 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 | 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() 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()
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D | ClearTest.cpp | 626 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() [all …]
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D | VulkanPerformanceCounterTest.cpp | 84 (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() [all …]
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D | MultisampledRenderToTextureTest.cpp | 1439 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() [all …]
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/third_party/mesa3d/src/mesa/main/ |
D | stencil.c | 117 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() [all …]
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D | blit.c | 364 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()
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/third_party/vk-gl-cts/modules/gles2/functional/ |
D | es2fFboRenderTest.cpp | 588 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() [all …]
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D | es2fDepthStencilClearTests.cpp | 262 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()
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D | es2fDepthTests.cpp | 147 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()
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D | es2fScissorTests.cpp | 95 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
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D | es2fStencilTests.cpp | 233 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()
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/third_party/vk-gl-cts/modules/gles3/performance/ |
D | es3pDepthTests.cpp | 583 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() [all …]
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/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/ |
D | BlitFramebufferPerf.cpp | 53 return GL_STENCIL_BUFFER_BIT; in BufferTypeMask() 55 return (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in BufferTypeMask()
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/third_party/skia/third_party/externals/angle2/samples/stencil_operations/ |
D | StencilOperations.cpp | 115 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in draw()
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/third_party/vk-gl-cts/modules/gles31/functional/ |
D | es31fTextureFormatTests.cpp | 227 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()
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/third_party/skia/tools/sk_app/win/ |
D | GLWindowContext_win.cpp | 99 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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