/external/deqp/modules/gles3/functional/ |
D | es3fStencilTests.cpp | 137 …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() [all …]
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D | es3fDepthTests.cpp | 221 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()
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D | es3fFboInvalidateTests.cpp | 157 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() [all …]
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D | es3fDepthStencilTests.cpp | 300 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()
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D | es3fFboStencilbufferTests.cpp | 108 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render() 205 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
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D | es3fPolygonOffsetTests.cpp | 547 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()
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D | es3fFboDepthbufferTests.cpp | 201 glDepthFunc(GL_ALWAYS); in render() 287 glDepthFunc(GL_ALWAYS); in render()
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D | es3fFboMultisampleTests.cpp | 145 glDepthFunc(GL_ALWAYS); in render() 147 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
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/external/deqp/modules/gles2/functional/ |
D | es2fStencilTests.cpp | 134 …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 …]
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D | es2fDepthTests.cpp | 218 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()
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D | es2fDepthStencilTests.cpp | 300 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()
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D | es2fDepthRangeTests.cpp | 78 case GL_ALWAYS: return true; in compare() 195 glDepthFunc(GL_ALWAYS); in iterate() 337 glDepthFunc(GL_ALWAYS); in iterate()
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D | es2fPolygonOffsetTests.cpp | 544 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()
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D | es2fIntegerStateQueryTests.cpp | 785 …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() [all …]
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
D | intel_state.c | 64 case GL_ALWAYS: in intel_translate_shadow_compare_func() 89 case GL_ALWAYS: in intel_translate_compare_func()
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/external/mesa3d/src/mesa/drivers/dri/i915/ |
D | intel_state.c | 56 case GL_ALWAYS: in intel_translate_shadow_compare_func() 82 case GL_ALWAYS: in intel_translate_compare_func()
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/external/deqp/doc/testspecs/GLES2/ |
D | functional.depth.txt | 25 + Depth buffer update when rendering triangles with GL_ALWAYS 39 quad is rendered with GL_ALWAYS depth test mode, while the second uses
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/external/mesa3d/src/mesa/state_tracker/ |
D | st_atom_depth.c | 62 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()
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/external/mesa3d/src/mesa/main/ |
D | stencil.c | 88 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()
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D | depth.c | 74 case GL_ALWAYS: in depth_func()
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/external/deqp/modules/gles2/performance/ |
D | es2pStateChangeCallTests.cpp | 225 GL_ALWAYS, in init() 529 GL_ALWAYS, in init() 668 GL_ALWAYS, in init()
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/external/mesa3d/src/mesa/drivers/dri/nouveau/ |
D | nouveau_gldefs.h | 147 case GL_ALWAYS: in nvgl_comparison_op()
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/external/deqp/modules/gles3/performance/ |
D | es3pStateChangeCallTests.cpp | 260 GL_ALWAYS, in init() 591 GL_ALWAYS, in init() 730 GL_ALWAYS, in init()
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
D | utilities.cpp | 530 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()
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/external/mesa3d/src/mesa/swrast/ |
D | s_alpha.c | 98 if (ctx->Color.AlphaFunc == GL_ALWAYS) { in _swrast_alpha_test()
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