/external/deqp/modules/gles3/functional/ |
D | es3fFboInvalidateTests.cpp | 64 if (discardBufferBits & GL_STENCIL_BUFFER_BIT) in getDefaultFBDiscardAttachments() 78 …(discardBufferBits & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) == (GL_DEPTH_BUFFER_BIT|GL_STENC… in getFBODiscardAttachments() 82 else if (discardBufferBits & GL_STENCIL_BUFFER_BIT) in getFBODiscardAttachments() 152 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 183 if ((m_buffers & GL_STENCIL_BUFFER_BIT) == 0) in render() 226 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 275 if ((m_buffers & GL_STENCIL_BUFFER_BIT) == 0) in render() 318 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 384 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 501 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() [all …]
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D | es3fFboRenderTest.cpp | 128 if (buffers & GL_STENCIL_BUFFER_BIT) in getName() 131 if (buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in getName() 284 if (m_config.buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in Framebuffer() 297 deUint32 bit = ndx ? GL_STENCIL_BUFFER_BIT : GL_DEPTH_BUFFER_BIT; in Framebuffer() 452 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 476 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 562 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 568 context.clear(GL_STENCIL_BUFFER_BIT); in render() 571 context.clear(GL_STENCIL_BUFFER_BIT); in render() 631 bool stencil = (m_config.buffers & GL_STENCIL_BUFFER_BIT) != 0; in render() [all …]
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D | es3fDepthStencilClearTests.cpp | 265 case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT; break; in generateClears() 266 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears() 274 clear->clearMask = GL_STENCIL_BUFFER_BIT; in generateClears() 290 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL() 468 if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0) in renderReference()
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D | es3fDepthTests.cpp | 150 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 163 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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D | es3fScissorTests.cpp | 105 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
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D | es3fStencilTests.cpp | 236 context.clear(GL_STENCIL_BUFFER_BIT); in executeOps() 332 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 351 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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/external/autotest/client/deps/glbench/src/ |
D | cleartest.cc | 47 mask_ = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; in Run() 51 mask_ = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; in Run()
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/external/deqp/modules/gles2/functional/ |
D | es2fFboRenderTest.cpp | 588 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 612 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 675 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 793 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 890 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 976 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 1031 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 1037 context.clear(GL_STENCIL_BUFFER_BIT); in render() 1040 context.clear(GL_STENCIL_BUFFER_BIT); in render() 1151 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() [all …]
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D | es2fDepthStencilClearTests.cpp | 262 case 1: clear->clearMask = GL_STENCIL_BUFFER_BIT; break; in generateClears() 263 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears() 271 clear->clearMask = GL_STENCIL_BUFFER_BIT; in generateClears() 287 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL() 465 if ((clear->clearMask & GL_STENCIL_BUFFER_BIT) == 0 || clear->stencilMask == 0) in renderReference()
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D | es2fScissorTests.cpp | 95 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
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D | es2fDepthTests.cpp | 147 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 160 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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D | es2fStencilTests.cpp | 233 context.clear(GL_STENCIL_BUFFER_BIT); in executeOps() 329 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 348 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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/external/deqp/modules/gles3/performance/ |
D | es3pDepthTests.cpp | 583 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in iterate() 806 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample() 813 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample() 866 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in calibrate() 947 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in calibrate() 984 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample() 994 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample() 1008 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample() 1025 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample() 1710 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample() [all …]
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/external/mesa3d/src/mesa/main/ |
D | blit.c | 368 GL_STENCIL_BUFFER_BIT); in blit_framebuffer() 398 if ((mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) in blit_framebuffer() 479 if (mask & GL_STENCIL_BUFFER_BIT) { in blit_framebuffer() 492 mask &= ~GL_STENCIL_BUFFER_BIT; in blit_framebuffer()
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/external/mesa3d/src/mesa/state_tracker/ |
D | st_cb_blit.c | 56 GL_STENCIL_BUFFER_BIT); in st_BlitFramebuffer() 288 if (mask & GL_STENCIL_BUFFER_BIT) in st_BlitFramebuffer() 322 if (mask & GL_STENCIL_BUFFER_BIT) { in st_BlitFramebuffer()
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/external/skia/tools/sk_app/ios/ |
D | GLWindowContext_ios.cpp | 61 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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D | RasterWindowContext_ios.cpp | 75 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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/external/skqp/tools/sk_app/ios/ |
D | GLWindowContext_ios.cpp | 61 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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D | RasterWindowContext_ios.cpp | 75 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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/external/skqp/tools/sk_app/win/ |
D | GLWindowContext_win.cpp | 94 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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/external/skia/tools/sk_app/win/ |
D | GLWindowContext_win.cpp | 94 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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/external/skqp/tools/sk_app/android/ |
D | GLWindowContext_android.cpp | 114 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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/external/skia/tools/sk_app/android/ |
D | GLWindowContext_android.cpp | 114 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in onInitializeContext()
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/external/deqp/external/openglcts/modules/gles2/ |
D | es2cTestPackage.cpp | 86 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in iterate()
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/external/deqp/modules/gles31/functional/ |
D | es31fTextureFormatTests.cpp | 220 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in testLayerFace() 367 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 370 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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