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Searched refs:depthTexture (Results 1 – 25 of 27) sorted by relevance

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/third_party/skia/third_party/externals/angle2/src/tests/test_utils/
DMultiviewTest.cpp67 GLuint depthTexture, in CreateMultiviewBackingTextures() argument
109 if (depthTexture != 0) in CreateMultiviewBackingTextures()
111 glBindTexture(texTarget, depthTexture); in CreateMultiviewBackingTextures()
122 glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, in CreateMultiviewBackingTextures()
148 depthTexture, 0, layerIndex); in CreateMultiviewBackingTextures()
169 GLuint depthTexture, in CreateMultiviewBackingTextures() argument
175 depthTexture, depthStencilTexture); in CreateMultiviewBackingTextures()
183 GLuint depthTexture, in AttachMultiviewTextures() argument
186 ASSERT_TRUE(depthTexture == 0u || depthStencilTexture == 0u); in AttachMultiviewTextures()
193 if (depthTexture) in AttachMultiviewTextures()
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DMultiviewTest.h36 GLuint depthTexture,
43 GLuint depthTexture,
53 GLuint depthTexture,
60 GLuint depthTexture,
/third_party/skia/third_party/externals/tint/test/bug/fxc/gradient_in_varying_loop/
D1112.wgsl.expected.spvasm14 OpName %depthTexture "depthTexture"
25 OpDecorate %depthTexture DescriptorSet 0
26 OpDecorate %depthTexture Binding 2
41 %depthTexture = OpVariable %_ptr_UniformConstant_14 UniformConstant
117 %70 = OpLoad %14 %depthTexture
D1112.wgsl.expected.wgsl5 [[group(0), binding(2)]] var depthTexture : texture_2d<f32>;
21 let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
D1112.wgsl4 [[group(0), binding(2)]] var depthTexture: texture_2d<f32>;
23 let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
D1112.wgsl.expected.hlsl3 Texture2D<float4> depthTexture : register(t2, space0);
37 const float sampleDepth = depthTexture.Sample(tint_symbol, offset.xy).r;
/third_party/vk-gl-cts/modules/gles3/functional/
Des3fFboDepthbufferTests.cpp163 deUint32 depthTexture = 0; in render() local
176 glGenTextures(1, &depthTexture); in render()
181 glBindTexture(GL_TEXTURE_2D, depthTexture); in render()
188 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in render()
249 deUint32 depthTexture = 0; in render() local
262 glGenTextures(1, &depthTexture); in render()
267 glBindTexture(GL_TEXTURE_2D, depthTexture); in render()
274 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in render()
/third_party/skia/third_party/externals/dawn/src/tests/end2end/
DDepthStencilCopyTests.cpp193 wgpu::Texture depthTexture = CreateDepthTexture( in TEST_P() local
196 InitializeDepthTextureRegion(depthTexture, 0.f, 0.3f); in TEST_P()
205 EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, {0, 0}, {kWidth, kHeight}, 0, in TEST_P()
261 wgpu::Texture depthTexture = CreateDepthTexture( in TEST_P() local
264 InitializeDepthTextureRegion(depthTexture, 0.f, 0.4f, 1); in TEST_P()
273 EXPECT_TEXTURE_EQ(expectedData.data(), depthTexture, {0, 0}, {4, 4}, 1, in TEST_P()
DPrimitiveStateTests.cpp43 depthTexture = device.CreateTexture(&depthDescriptor); in SetUp()
45 depthTextureView = depthTexture.CreateView(); in SetUp()
141 wgpu::Texture depthTexture; member in DepthClampingTest
DViewportTests.cpp116 wgpu::Texture depthTexture = device.CreateTexture(&depthDesc); in TestViewportDepth() local
119 utils::ComboRenderPassDescriptor rpDesc({}, depthTexture.CreateView()); in TestViewportDepth()
140 EXPECT_TEXTURE_EQ(expected.data(), depthTexture, {0, 0}, {3, 1}); in TestViewportDepth()
DMultisampledSamplingTests.cpp141 wgpu::Texture depthTexture; in TEST_P() local
148 depthTexture = device.CreateTexture(&desc); in TEST_P()
185 wgpu::TextureView depthView = depthTexture.CreateView(); in TEST_P()
DDepthStencilStateTests.cpp54 depthTexture = device.CreateTexture(&depthDescriptor); in SetUp()
56 depthTextureView = depthTexture.CreateView(); in SetUp()
363 wgpu::Texture depthTexture; member in DepthStencilStateTest
DQueryTests.cpp148 wgpu::Texture depthTexture = CreateRenderTexture(wgpu::TextureFormat::Depth24PlusStencil8); in TestOcclusionQueryWithDepthStencilTest() local
149 wgpu::TextureView depthTextureView = depthTexture.CreateView(); in TestOcclusionQueryWithDepthStencilTest()
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
DDepthStencilTest.cpp359 GLTexture depthTexture; in TEST_P() local
360 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
370 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
DFramebufferTest.cpp2865 GLTexture depthTexture; in TEST_P() local
2866 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
2871 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
2935 GLTexture depthTexture; in TEST_P() local
2936 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
2941 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
2946 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
2973 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
3018 GLTexture depthTexture; in TEST_P() local
3019 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
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DWebGLFramebufferTest.cpp824 GLTexture depthTexture; in TEST_P() local
825 glBindTexture(GL_TEXTURE_2D, depthTexture.get()); in TEST_P()
831 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture.get(), in TEST_P()
DVulkanPerformanceCounterTest.cpp477 GLTexture depthTexture; in TEST_P() local
478 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
488 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
493 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
512 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
532 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
2419 GLTexture depthTexture; in TEST_P() local
2420 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
2428 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
2457 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
DTextureMultisampleTest.cpp844 GLTexture depthTexture; in TEST_P() local
845 glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES, depthTexture); in TEST_P()
850 glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, 0); in TEST_P()
DMultisampledRenderToTextureTest.cpp267 GLTexture depthTexture; in TEST_P() local
270 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
295 depthTexture, 0, 4); in TEST_P()
299 depthTexture, 0, 4); in TEST_P()
303 GL_TEXTURE_2D, depthTexture, 0, 4); in TEST_P()
307 depthTexture, 0, 4); in TEST_P()
DTextureTest.cpp2752 GLTexture depthTexture; in TEST_P() local
2753 glBindTexture(GL_TEXTURE_2D, depthTexture); in TEST_P()
2760 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P()
8240 GLTexture depthTexture; in testBehavior() local
8241 glBindTexture(GL_TEXTURE_2D, depthTexture); in testBehavior()
8255 glBindTexture(GL_TEXTURE_2D, depthTexture); in testBehavior()
8269 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in testBehavior()
8289 glBindTexture(GL_TEXTURE_2D, depthTexture); in testBehavior()
/third_party/skia/third_party/externals/opengl-registry/extensions/IMG/
DIMG_framebuffer_downsample.txt380 GLuint depthTexture;
381 glGenTextures(1, &depthTexture);
382 glBindTexture(GL_TEXTURE_2D, depthTexture);
412 GL_TEXTURE_2D, depthTexture);
/third_party/openGLES/extensions/IMG/
DIMG_framebuffer_downsample.txt380 GLuint depthTexture;
381 glGenTextures(1, &depthTexture);
382 glBindTexture(GL_TEXTURE_2D, depthTexture);
412 GL_TEXTURE_2D, depthTexture);
/third_party/vk-gl-cts/external/openglcts/modules/common/
DglcLayoutLocationTests.cpp52 void setTexParameters(const Functions& gl, GLenum target, bool depthTexture) in setTexParameters() argument
57 if (depthTexture) in setTexParameters()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/
Dmtl_state_cache.mm783 auto depthTexture = this->depthAttachment.texture;
785 depthTexture ? depthTexture->pixelFormat() : MTLPixelFormatInvalid;
/third_party/skia/third_party/externals/dawn/src/tests/
DDawnTest.h437 std::ostringstream& ExpectSampledDepthData(wgpu::Texture depthTexture,

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