/external/deqp/modules/gles3/functional/ |
D | es3fFboStencilbufferTests.cpp | 149 …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()
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D | es3fFboStateQueryTests.cpp | 679 { 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()
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D | es3fFboInvalidateTests.cpp | 79 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()
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D | es3fNegativeBufferApiTests.cpp | 1113 …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()
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D | es3fNegativeStateApiTests.cpp | 891 …glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_… in init()
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D | es3fMultisampleTests.cpp | 519 …GLU_CHECK_CALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUF… in init()
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/external/deqp/external/openglcts/modules/gles31/ |
D | es31cTextureStorageMultisampleDependenciesTests.cpp | 673 …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()
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D | es31cTextureStorageMultisampleFunctionalTests.cpp | 203 …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()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp | 248 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 …]
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/external/deqp/external/openglcts/modules/common/ |
D | glcPackedDepthStencilTests.cpp | 1186 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, ¶m); in iterate() 2145 …gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, pname, ¶m); 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()
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D | glcPackedPixelsTests.cpp | 306 …{ 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()
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/external/deqp/modules/gles31/functional/ |
D | es31fStencilTexturingTests.cpp | 775 …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()
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D | es31fNegativeBufferApiTests.cpp | 1362 …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()
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/external/mesa3d/src/mesa/main/ |
D | fbobject.c | 269 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()
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/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/ |
D | esextcTextureCubeMapArrayStencilAttachments.cpp | 885 …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()
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/external/deqp/framework/opengl/ |
D | gluStrUtil.inl | 189 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";
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/external/deqp/external/openglcts/modules/glesext/geometry_shader/ |
D | esextcGeometryShaderLayeredFramebuffer.cpp | 1338 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()
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/external/virglrenderer/src/ |
D | vrend_formats.c | 347 attachment = GL_DEPTH_STENCIL_ATTACHMENT; in vrend_add_formats()
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D | vrend_blitter.c | 841 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT, in vrend_renderer_blit_gl()
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D | vrend_renderer.c | 1863 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()
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | libGLESv2.cpp | 1925 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()
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D | libGLESv3.cpp | 1303 case GL_DEPTH_STENCIL_ATTACHMENT: in FramebufferTextureLayer() 3585 case GL_DEPTH_STENCIL_ATTACHMENT: in InvalidateSubFramebuffer()
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/external/deqp/modules/glshared/ |
D | glsScissorTests.cpp | 650 …gl.framebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *dep… in iterate()
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/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/ |
D | gl3.h | 654 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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/external/deqp/framework/opengl/simplereference/ |
D | sglrReferenceContext.cpp | 1971 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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