/external/deqp/modules/gles2/functional/ |
D | es2fDepthStencilClearTests.cpp | 74 , depthMask (false) in Clear() 86 bool depthMask; member 254 clear->depthMask = m_masked ? rnd.getBool() : true; in generateClears() 304 gl.depthMask (clear->depthMask ? GL_TRUE : GL_FALSE); in renderGL() 315 gl.depthMask (GL_TRUE); in renderGL() 331 gl.depthMask(GL_FALSE); in renderGL() 352 gl.depthMask(GL_TRUE); in renderGL() 421 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
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D | es2fRandomFragmentOpTests.cpp | 112 dst.depthMask = src.depthWriteMask; in translateState() 323 gl.depthMask(GL_TRUE); in iterate()
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/external/deqp/modules/gles3/functional/ |
D | es3fDepthStencilClearTests.cpp | 74 , depthMask (false) in Clear() 86 bool depthMask; member 257 clear->depthMask = m_masked ? rnd.getBool() : true; in generateClears() 307 gl.depthMask (clear->depthMask ? GL_TRUE : GL_FALSE); in renderGL() 318 gl.depthMask (GL_TRUE); in renderGL() 334 gl.depthMask(GL_FALSE); in renderGL() 355 gl.depthMask(GL_TRUE); in renderGL() 424 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
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D | es3fRandomFragmentOpTests.cpp | 112 dst.depthMask = src.depthWriteMask; in translateState() 323 gl.depthMask(GL_TRUE); in iterate()
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D | es3fFragDepthTests.cpp | 374 gl.depthMask(GL_FALSE); in iterate()
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/external/mesa3d/src/gallium/drivers/swr/rasterizer/core/ |
D | depthstencil.h | 218 …bool frontFacing, simdscalar const &iZ, uint8_t* pDepthBase, const simdscalar& depthMask, const si… in DepthStencilWrite() argument 228 simdscalar vMask = _simd_and_ps(depthMask, coverageMask); in DepthStencilWrite() 264 simdscalar stencilPassDepthPassMask = _simd_and_ps(stencilMask, depthMask); in DepthStencilWrite() 265 …simdscalar stencilPassDepthFailMask = _simd_and_ps(stencilMask, _simd_andnot_ps(depthMask, _simd_s… in DepthStencilWrite()
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D | backend_impl.h | 986 simdscalar coverageMask, depthMask; 989 coverageMask = depthMask = activeLanes; 994 depthMask = PixelRateZTest.depthPassMask[coverageSampleNum]; 995 if(!_simd_movemask_ps(depthMask)) 1005 …olorBuffer, sample, &state.blendState,state.pfnBlendFunc, coverageMask, depthMask, state.psState.r… 1007 …lorBuffer, sample, &state.blendState, state.pfnBlendFunc, coverageMask, depthMask, state.psState.r… 1016 …pDepthSample, depthMask, coverageMask, pStencilSample, PixelRateZTest.stencilPassMask[coverageSamp…
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/external/deqp/framework/referencerenderer/ |
D | rrRenderState.hpp | 249 bool depthMask; member 287 , depthMask (true) in FragmentOperationState()
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/external/deqp/framework/opengl/wrapper/ |
D | glwInitES20Direct.inl | 41 gl->depthMask = &glDepthMask;
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D | glwInitES30Direct.inl | 63 gl->depthMask = &glDepthMask;
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D | glwInitES20.inl | 41 gl->depthMask = (glDepthMaskFunc) loader->get("glDepthMask");
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D | glwInitES31Direct.inl | 69 gl->depthMask = &glDepthMask;
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/external/deqp/framework/opengl/ |
D | gluES3PlusWrapperFuncs.inl | 69 dst->depthMask = src.depthMask;
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D | gluStateReset.cpp | 383 gl.depthMask (GL_TRUE); in resetStateES() 999 gl.depthMask (GL_TRUE); in resetStateGLCore()
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/external/deqp/modules/glshared/ |
D | glsFragOpInteractionCase.cpp | 256 ctx.depthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE); in setRenderState() 591 ctx.depthMask (GL_TRUE); in iterate()
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
D | Context.cpp | 110 mState.depthMask = true; in Context() 854 if(mState.depthMask != mask) in setDepthMask() 856 mState.depthMask = mask; in setDepthMask() 1103 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; in getBooleanv() 1876 device->setDepthWriteEnable(mState.depthMask); in applyState() 2706 if(mState.depthMask != 0) in clear()
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Context.cpp | 123 mState.depthMask = true; in Context() 723 if(mState.depthMask != mask) in setDepthMask() 725 mState.depthMask = mask; in setDepthMask() 1810 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; in getBooleanv() 2915 device->setDepthWriteEnable(mState.depthMask); in applyState() 3445 if(mState.depthMask != 0) in clear() 3507 if(mState.depthMask && !mState.rasterizerDiscardEnabled) in clearDepthBuffer()
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/external/autotest/client/deps/webgl_mpd/src/debug/ |
D | webgl-debug.js | 393 ctx.depthMask(true);
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/external/deqp/framework/opengl/simplereference/ |
D | sglrGLContext.hpp | 145 virtual void depthMask (deBool mask);
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D | sglrContext.hpp | 133 virtual void depthMask (deBool mask) = DE_NULL;
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D | sglrContextWrapper.cpp | 351 m_curCtx->depthMask(mask); in glDepthMask()
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/external/deqp/modules/gles2/performance/ |
D | es2pStateChangeCallTests.cpp | 236 depthMask, in init()
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/external/deqp/external/openglcts/modules/common/ |
D | glcFragDepthTests.cpp | 364 gl.depthMask(GL_FALSE); in iterate()
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/external/deqp/modules/gles3/performance/ |
D | es3pStateChangeCallTests.cpp | 271 depthMask, in init()
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/external/skia/src/gpu/gl/ |
D | GrGLTestInterface.cpp | 59 fFunctions.fDepthMask = bind_to_member(this, &GrGLTestInterface::depthMask); in GrGLTestInterface()
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