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Searched refs:GL_ALWAYS (Results 1 – 25 of 91) sorted by relevance

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/external/deqp/modules/gles3/functional/
Des3fStencilTests.cpp137 …StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_A… in StencilOp()
434 …dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KE… in init()
439 …dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEE… in init()
443 …dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLAC… in init()
452 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)… in init()
463 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)… in init()
472 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_… in init()
478 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_… in init()
485 …dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KE… in init()
486 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KE… in init()
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Des3fDepthTests.cpp221 context.depthFunc(GL_ALWAYS); in render()
229 context.depthFunc(GL_ALWAYS); in render()
237 context.depthFunc(GL_ALWAYS); in render()
245 context.depthFunc(GL_ALWAYS); in render()
268 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); in init()
Des3fFboInvalidateTests.cpp157 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
180 glDepthFunc(GL_ALWAYS); in render()
244 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
272 glDepthFunc(GL_ALWAYS); in render()
323 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
402 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
506 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
529 glDepthFunc(GL_ALWAYS); in render()
626 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
753 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
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Des3fDepthStencilTests.cpp300 renderCmd.params.depthFunc = GL_ALWAYS; in generateBaseClearAndDepthCommands()
732 GL_ALWAYS, in randomDepthStencilState()
790 { "always", GL_ALWAYS }, in init()
881 params.stencil[notVisible].function = GL_ALWAYS; in init()
952 params.stencil[notVisible].function = GL_ALWAYS; in init()
992 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; in init()
1059 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; in init()
1117 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; in init()
Des3fFboStencilbufferTests.cpp108 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
205 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
Des3fPolygonOffsetTests.cpp547 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
795 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
814 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
908 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
927 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
1024 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
Des3fFboDepthbufferTests.cpp201 glDepthFunc(GL_ALWAYS); in render()
287 glDepthFunc(GL_ALWAYS); in render()
Des3fFboMultisampleTests.cpp145 glDepthFunc(GL_ALWAYS); in render()
147 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
/external/deqp/modules/gles2/functional/
Des2fStencilTests.cpp134 …StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_A… in StencilOp()
431 …dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KE… in init()
436 …dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEE… in init()
440 …dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLAC… in init()
449 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)… in init()
460 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)… in init()
469 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_… in init()
475 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_… in init()
482 …dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KE… in init()
483 …dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KE… in init()
[all …]
Des2fDepthTests.cpp218 context.depthFunc(GL_ALWAYS); in render()
226 context.depthFunc(GL_ALWAYS); in render()
234 context.depthFunc(GL_ALWAYS); in render()
242 context.depthFunc(GL_ALWAYS); in render()
265 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); in init()
Des2fDepthStencilTests.cpp300 renderCmd.params.depthFunc = GL_ALWAYS; in generateBaseClearAndDepthCommands()
732 GL_ALWAYS, in randomDepthStencilState()
790 { "always", GL_ALWAYS }, in init()
881 params.stencil[notVisible].function = GL_ALWAYS; in init()
952 params.stencil[notVisible].function = GL_ALWAYS; in init()
992 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; in init()
1059 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; in init()
1117 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; in init()
Des2fDepthRangeTests.cpp78 case GL_ALWAYS: return true; in compare()
195 glDepthFunc(GL_ALWAYS); in iterate()
337 glDepthFunc(GL_ALWAYS); in iterate()
Des2fPolygonOffsetTests.cpp544 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
792 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
811 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
905 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
924 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
1021 gl.depthFunc (GL_ALWAYS); in testPolygonOffset()
Des2fIntegerStateQueryTests.cpp785 …const GLenum depthFunctions[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GREATER, GL… in test()
989 glStencilFunc(GL_ALWAYS, ref, 0); // mask should not affect the REF in test()
995 glStencilFunc(GL_ALWAYS, ref, ref); in test()
1030 glStencilFuncSeparate(m_stencilFuncTargetFace, GL_ALWAYS, ref, 0); in test()
1036 glStencilFuncSeparate(m_stencilFuncTargetFace, GL_ALWAYS, ref, ref); in test()
1155 m_verifier->verifyInteger(m_testCtx, GL_STENCIL_FUNC, GL_ALWAYS); in test()
1158 …const GLenum stencilfuncValues[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, … in test()
1189 m_verifier->verifyInteger(m_testCtx, m_stencilFuncName, GL_ALWAYS); in test()
1192 …const GLenum stencilfuncValues[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, … in test()
1230 glStencilFunc(GL_ALWAYS, 0, mask); in test()
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/external/mesa3d/src/mesa/drivers/dri/i965/
Dintel_state.c64 case GL_ALWAYS: in intel_translate_shadow_compare_func()
89 case GL_ALWAYS: in intel_translate_compare_func()
/external/mesa3d/src/mesa/drivers/dri/i915/
Dintel_state.c56 case GL_ALWAYS: in intel_translate_shadow_compare_func()
82 case GL_ALWAYS: in intel_translate_compare_func()
/external/deqp/doc/testspecs/GLES2/
Dfunctional.depth.txt25 + Depth buffer update when rendering triangles with GL_ALWAYS
39 quad is rendered with GL_ALWAYS depth test mode, while the second uses
/external/mesa3d/src/mesa/state_tracker/
Dst_atom_depth.c62 STATIC_ASSERT(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER); in st_compare_func_to_pipe()
64 assert(func <= GL_ALWAYS); in st_compare_func_to_pipe()
/external/mesa3d/src/mesa/main/
Dstencil.c88 case GL_ALWAYS: in validate_stencil_func()
633 ctx->Stencil.Function[0] = GL_ALWAYS; in _mesa_init_stencil()
634 ctx->Stencil.Function[1] = GL_ALWAYS; in _mesa_init_stencil()
635 ctx->Stencil.Function[2] = GL_ALWAYS; in _mesa_init_stencil()
Ddepth.c74 case GL_ALWAYS: in depth_func()
/external/deqp/modules/gles2/performance/
Des2pStateChangeCallTests.cpp225 GL_ALWAYS, in init()
529 GL_ALWAYS, in init()
668 GL_ALWAYS, in init()
/external/mesa3d/src/mesa/drivers/dri/nouveau/
Dnouveau_gldefs.h147 case GL_ALWAYS: in nvgl_comparison_op()
/external/deqp/modules/gles3/performance/
Des3pStateChangeCallTests.cpp260 GL_ALWAYS, in init()
591 GL_ALWAYS, in init()
730 GL_ALWAYS, in init()
/external/swiftshader/src/OpenGL/libGLES_CM/
Dutilities.cpp530 case GL_ALWAYS: return sw::DEPTH_ALWAYS; in ConvertDepthComparison()
548 case GL_ALWAYS: return sw::STENCIL_ALWAYS; in ConvertStencilComparison()
566 case GL_ALWAYS: return sw::ALPHA_ALWAYS; in ConvertAlphaComparison()
/external/mesa3d/src/mesa/swrast/
Ds_alpha.c98 if (ctx->Color.AlphaFunc == GL_ALWAYS) { in _swrast_alpha_test()

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