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Searched refs:GL_DEPTH_STENCIL_ATTACHMENT (Results 1 – 25 of 38) sorted by relevance

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/external/deqp/modules/gles3/functional/
Des3fFboStencilbufferTests.cpp149 …DE_ASSERT(m_attachDepth == GL_DEPTH_ATTACHMENT || m_attachDepth == GL_DEPTH_STENCIL_ATTACHMENT || … in DepthStencilAttachCase()
280 …", "Depth and stencil attached with DEPTH_STENCIL_ATTACHMENT", GL_DEPTH_STENCIL_ATTACHMENT, GL_NON… in init()
Des3fFboStateQueryTests.cpp679 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 24, 8 }, in test()
680 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 32, 8 }, in test()
764 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in testDepthAttachment()
Des3fFboInvalidateTests.cpp79 attachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT); in getFBODiscardAttachments()
1218 …ents, GL_DEPTH_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); in render()
1219 …ts, GL_STENCIL_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); in render()
1523 static const deUint32 depthStencilAttachment[] = { GL_DEPTH_STENCIL_ATTACHMENT }; in init()
Des3fNegativeBufferApiTests.cpp1113 …glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0… in init()
1123 …glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[1… in init()
1177 …glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0… in init()
Des3fNegativeStateApiTests.cpp891 …glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_… in init()
Des3fMultisampleTests.cpp519 …GLU_CHECK_CALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUF… in init()
/external/deqp/external/openglcts/modules/gles31/
Des31cTextureStorageMultisampleDependenciesTests.cpp673 …gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPL… in iterate()
1318 (is_depth_stencil_renderable) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT; in iterate()
1467 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; in iterate()
1622 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; in iterate()
1778 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; in iterate()
2102 attachment_type = GL_DEPTH_STENCIL_ATTACHMENT; in iterate()
Des31cTextureStorageMultisampleFunctionalTests.cpp203 …gl.framebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPL… in iterate()
220 …gl.framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, dst_to_depth_stencil_… in iterate()
/external/deqp/external/openglcts/modules/gl/
Dgl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp248 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8); in iterate()
427 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, false, s_targets[i], GL_DEPTH24_STENCIL8, j); in iterate()
857 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, false, s_targets[i], GL_DEPTH24_STENCIL8, j, in iterate()
2616 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in PrepareFramebuffer()
2781 …gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo_dep… in PrepareFramebuffers()
2821 …gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo_dep… in PrepareFramebuffers()
4137 …gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo[1]); in CreateRenderbufferFramebuffer()
4213 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_to[1], 0); in CreateTextureFramebuffer()
4363 …::GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT, GL_DEPTH_STENCIL_ATTACHMENT, in TestRenderbufferFramebuffer()
4378 if (attachments[j] == GL_DEPTH_STENCIL_ATTACHMENT) in TestRenderbufferFramebuffer()
[all …]
/external/deqp/external/openglcts/modules/common/
DglcPackedDepthStencilTests.cpp1186 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0); in doReadPixels()
2008 gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in iterate()
2121 gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in iterate()
2139 …gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, pname, &param); in iterate()
2145 …gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, pname, &param); in iterate()
2203 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); in iterate()
2368 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0); in iterate()
2511 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]); in iterate()
2516 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[1]); in iterate()
DglcPackedPixelsTests.cpp306 …{ GL_DEPTH_STENCIL, 2, FORMAT_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT, { {-1,-1,-1,-1,-1,-1, …
327 …{ GL_DEPTH_STENCIL, 2, FORMAT_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT, { {-1,-1,-1,-1,-1,-1, …
1564 if (inputFormat.attachment == GL_DEPTH_STENCIL_ATTACHMENT && in isFormatValid()
2216 m_inputFormat.attachment != GL_DEPTH_STENCIL_ATTACHMENT && in readOutputData()
/external/deqp/modules/gles31/functional/
Des31fStencilTexturingTests.cpp775 …gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilT… in iterate()
780 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); in iterate()
833 …gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilT… in iterate()
856 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); in iterate()
Des31fNegativeBufferApiTests.cpp1362 …ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, r… in blit_framebuffer()
1372 …ctx.glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, r… in blit_framebuffer()
1434 …ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, r… in blit_framebuffer()
1682 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT; in invalidate_framebuffer()
1731 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT; in invalidate_sub_framebuffer()
/external/mesa3d/src/mesa/main/
Dfbobject.c269 case GL_DEPTH_STENCIL_ATTACHMENT: in get_attachment()
567 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_FramebufferRenderbuffer_sw()
577 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_FramebufferRenderbuffer_sw()
3326 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_framebuffer_texture()
3349 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_framebuffer_texture()
3728 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT && in framebuffer_renderbuffer()
3927 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in get_framebuffer_attachment_parameter()
4082 attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in get_framebuffer_attachment_parameter()
4349 case GL_DEPTH_STENCIL_ATTACHMENT: in invalidate_framebuffer_storage()
/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
DesextcTextureCubeMapArrayStencilAttachments.cpp885 …gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_texture_cube_array_stenc… in setupLayeredFramebuffer()
899 …gl.framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_texture_cube_array_… in setupNonLayeredFramebuffer()
/external/deqp/framework/opengl/
DgluStrUtil.inl189 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
592 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
616 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
/external/deqp/external/openglcts/modules/glesext/geometry_shader/
DesextcGeometryShaderLayeredFramebuffer.cpp1338 gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_to_b_id, 0 /* level */); in iterate()
1362 …gl.framebufferTexture(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0 /* texture */, 0 /* leve… in iterate()
/external/virglrenderer/src/
Dvrend_formats.c347 attachment = GL_DEPTH_STENCIL_ATTACHMENT; in vrend_add_formats()
Dvrend_blitter.c841 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, in vrend_renderer_blit_gl()
Dvrend_renderer.c1863 attachment = GL_DEPTH_STENCIL_ATTACHMENT; in vrend_fb_bind_texture_id()
1939 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, in vrend_hw_set_zsurf_texture()
7056 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, in vrend_renderer_resource_copy_region()
7061 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, in vrend_renderer_resource_copy_region()
7244 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, in vrend_renderer_blit_int()
7251 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, in vrend_renderer_blit_int()
/external/swiftshader/src/OpenGL/libGLESv2/
DlibGLESv2.cpp1925 case GL_DEPTH_STENCIL_ATTACHMENT: in FramebufferRenderbuffer()
2040 case GL_DEPTH_STENCIL_ATTACHMENT: in FramebufferTexture2D()
2622 case GL_DEPTH_STENCIL_ATTACHMENT: in GetFramebufferAttachmentParameteriv()
2679 case GL_DEPTH_STENCIL_ATTACHMENT: in GetFramebufferAttachmentParameteriv()
2782 if(attachment == GL_DEPTH_STENCIL_ATTACHMENT) in GetFramebufferAttachmentParameteriv()
DlibGLESv3.cpp1303 case GL_DEPTH_STENCIL_ATTACHMENT: in FramebufferTextureLayer()
3585 case GL_DEPTH_STENCIL_ATTACHMENT: in InvalidateSubFramebuffer()
/external/deqp/modules/glshared/
DglsScissorTests.cpp650 …gl.framebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *dep… in iterate()
/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/
Dgl3.h654 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
/external/deqp/framework/opengl/simplereference/
DsglrReferenceContext.cpp1971 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in framebufferTexture2D()
2033 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in framebufferTextureLayer()
2103 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in framebufferRenderbuffer()
3300 bool isDepthStencil = isFboBound && attachments[attNdx] == GL_DEPTH_STENCIL_ATTACHMENT; in invalidateSubFramebuffer()

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