/third_party/skia/third_party/externals/angle2/src/tests/test_utils/ |
D | MultiviewTest.cpp | 67 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() [all …]
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D | MultiviewTest.h | 36 GLuint depthTexture, 43 GLuint depthTexture, 53 GLuint depthTexture, 60 GLuint depthTexture,
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/third_party/skia/third_party/externals/tint/test/bug/fxc/gradient_in_varying_loop/ |
D | 1112.wgsl.expected.spvasm | 14 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
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D | 1112.wgsl.expected.wgsl | 5 [[group(0), binding(2)]] var depthTexture : texture_2d<f32>; 21 let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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D | 1112.wgsl | 4 [[group(0), binding(2)]] var depthTexture: texture_2d<f32>; 23 let sampleDepth : f32 = textureSample(depthTexture, Sampler, offset.xy).r;
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D | 1112.wgsl.expected.hlsl | 3 Texture2D<float4> depthTexture : register(t2, space0); 37 const float sampleDepth = depthTexture.Sample(tint_symbol, offset.xy).r;
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/third_party/vk-gl-cts/modules/gles3/functional/ |
D | es3fFboDepthbufferTests.cpp | 163 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()
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/third_party/skia/third_party/externals/dawn/src/tests/end2end/ |
D | DepthStencilCopyTests.cpp | 193 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()
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D | PrimitiveStateTests.cpp | 43 depthTexture = device.CreateTexture(&depthDescriptor); in SetUp() 45 depthTextureView = depthTexture.CreateView(); in SetUp() 141 wgpu::Texture depthTexture; member in DepthClampingTest
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D | ViewportTests.cpp | 116 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()
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D | MultisampledSamplingTests.cpp | 141 wgpu::Texture depthTexture; in TEST_P() local 148 depthTexture = device.CreateTexture(&desc); in TEST_P() 185 wgpu::TextureView depthView = depthTexture.CreateView(); in TEST_P()
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D | DepthStencilStateTests.cpp | 54 depthTexture = device.CreateTexture(&depthDescriptor); in SetUp() 56 depthTextureView = depthTexture.CreateView(); in SetUp() 363 wgpu::Texture depthTexture; member in DepthStencilStateTest
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D | QueryTests.cpp | 148 wgpu::Texture depthTexture = CreateRenderTexture(wgpu::TextureFormat::Depth24PlusStencil8); in TestOcclusionQueryWithDepthStencilTest() local 149 wgpu::TextureView depthTextureView = depthTexture.CreateView(); in TestOcclusionQueryWithDepthStencilTest()
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
D | DepthStencilTest.cpp | 359 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()
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D | FramebufferTest.cpp | 2865 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() [all …]
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D | WebGLFramebufferTest.cpp | 824 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()
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D | VulkanPerformanceCounterTest.cpp | 477 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()
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D | TextureMultisampleTest.cpp | 844 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()
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D | MultisampledRenderToTextureTest.cpp | 267 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()
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D | TextureTest.cpp | 2752 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()
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/third_party/skia/third_party/externals/opengl-registry/extensions/IMG/ |
D | IMG_framebuffer_downsample.txt | 380 GLuint depthTexture; 381 glGenTextures(1, &depthTexture); 382 glBindTexture(GL_TEXTURE_2D, depthTexture); 412 GL_TEXTURE_2D, depthTexture);
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/third_party/openGLES/extensions/IMG/ |
D | IMG_framebuffer_downsample.txt | 380 GLuint depthTexture; 381 glGenTextures(1, &depthTexture); 382 glBindTexture(GL_TEXTURE_2D, depthTexture); 412 GL_TEXTURE_2D, depthTexture);
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/third_party/vk-gl-cts/external/openglcts/modules/common/ |
D | glcLayoutLocationTests.cpp | 52 void setTexParameters(const Functions& gl, GLenum target, bool depthTexture) in setTexParameters() argument 57 if (depthTexture) in setTexParameters()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/ |
D | mtl_state_cache.mm | 783 auto depthTexture = this->depthAttachment.texture; 785 depthTexture ? depthTexture->pixelFormat() : MTLPixelFormatInvalid;
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/third_party/skia/third_party/externals/dawn/src/tests/ |
D | DawnTest.h | 437 std::ostringstream& ExpectSampledDepthData(wgpu::Texture depthTexture,
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