/external/angle/src/tests/gl_tests/ |
D | WebGLFramebufferTest.cpp | 52 ((allowedStatuses & ALLOW_COMPLETE) && (status == GL_FRAMEBUFFER_COMPLETE)) || in checkFramebufferForAllowedStatuses() 61 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) in checkBufferBits() 269 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testDepthStencilDepthStencil() 303 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testDepthStencilDepthStencil() 505 return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE; in tryDepth() 531 (expected != GL_FRAMEBUFFER_COMPLETE && actual == GL_FRAMEBUFFER_UNSUPPORTED)); in checkFramebuffer() 585 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE); in testUsingIncompleteFramebuffer() 622 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE); in testFramebufferIncompleteAttachment() 630 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE); in testFramebufferIncompleteAttachment() 650 checkFramebuffer(GL_FRAMEBUFFER_COMPLETE); in testFramebufferIncompleteMissingAttachment() [all …]
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D | FramebufferTest.cpp | 22 EXPECT_TRUE(status == GL_FRAMEBUFFER_COMPLETE || status == GL_FRAMEBUFFER_UNSUPPORTED); in ExpectFramebufferCompleteOrUnsupported() 298 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 351 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)); in TEST_P() 403 EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 498 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 522 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 658 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 674 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 703 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 719 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() [all …]
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D | MultisampleCompatibilityTest.cpp | 77 EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE), in prepareForDraw() 93 EXPECT_EQ(static_cast<GLenum>(GL_FRAMEBUFFER_COMPLETE), in prepareForDraw() 305 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in prepareForDraw() 319 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in prepareForDraw()
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D | TextureMultisampleTest.cpp | 432 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 477 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status); in TEST_P() 805 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status); in TEST_P() 818 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status); in TEST_P() 832 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status); in TEST_P() 856 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status); in TEST_P() 948 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status); in TEST_P() 1007 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, status); in TEST_P()
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D | RobustResourceInitTest.cpp | 465 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in checkNonZeroPixels() 483 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in checkNonZeroPixels3D() 629 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 692 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) in TEST_P() 770 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 802 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 854 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 888 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 904 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_READ_FRAMEBUFFER)); in TEST_P() 1222 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_READ_FRAMEBUFFER)); in TEST_P() [all …]
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D | BlitFramebufferANGLETest.cpp | 103 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 123 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 135 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 147 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 159 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 179 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 198 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 212 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 228 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() 242 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testSetUp() [all …]
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D | DepthStencilFormatsTest.cpp | 301 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) in depthStencilReadbackCase() 313 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in depthStencilReadbackCase() 316 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in depthStencilReadbackCase() 632 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) in TEST_P() 646 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 649 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 750 EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 847 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | CopyTexImageTest.cpp | 410 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 420 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 452 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 479 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 686 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in clearTexture() 705 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in copyTexSubImage3D()
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D | StateChangeTest.cpp | 145 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 164 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 184 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 201 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 222 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 243 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 264 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 615 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 634 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 696 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() [all …]
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D | FramebufferMultiviewTest.cpp | 276 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 343 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 371 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 453 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | CopyTextureTest.cpp | 441 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testCopyTexture() 503 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in testCopySubTexture() 579 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 686 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 834 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 951 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1047 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1115 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1179 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | WebGLCompatibilityTest.cpp | 203 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, framebufferStatus); in TestFloatTextureFormat() 244 ASSERT_EGLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TestExtFloatBlend() 1249 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 1278 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 2010 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 2337 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 2445 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 2577 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in drawBuffersEXTFeedbackLoop() 2685 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 2728 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in drawBuffersFeedbackLoop() [all …]
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D | DiscardFramebufferEXTTest.cpp | 83 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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D | TextureRectangleTest.cpp | 274 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P() 365 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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/external/deqp/external/openglcts/modules/gles31/ |
D | es31cFramebufferNoAttachmentsTests.cpp | 161 …expect_fbo_status(target, GL_FRAMEBUFFER_COMPLETE, "framebuffer with an attachment should be compl… in begin_fbo_with_multisample_renderbuffer() 359 expect_fbo_status(target, GL_FRAMEBUFFER_COMPLETE, "Default framebuffer should be complete"); in iterate() 427 expect_fbo_status(target, GL_FRAMEBUFFER_COMPLETE, in iterate() 578 …expect_fbo_status(GL_READ_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE, "Creating framebuffer with no atta… in iterate() 609 …expect_fbo_status(GL_READ_FRAMEBUFFER, GL_FRAMEBUFFER_COMPLETE, "ReadPixels to texture for validat… in iterate()
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/external/deqp/modules/gles31/functional/ |
D | es31fFboNoAttachmentTests.cpp | 108 TCU_CHECK(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in checkFramebufferSize() 206 TCU_CHECK(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in checkFramebufferRenderable() 297 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate() 300 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate() 303 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate() 306 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate()
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/external/angle/src/tests/perf_tests/ |
D | BlitFramebufferPerf.cpp | 169 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_READ_FRAMEBUFFER)); in initializeBenchmark() 174 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)); in initializeBenchmark()
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/external/angle/src/tests/egl_tests/ |
D | EGLSurfacelessContextTest.cpp | 102 EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in createFramebuffer() 187 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER)); in TEST_P()
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/external/OpenCL-CTS/test_common/gles/ |
D | gl_headers.h | 47 #define GL_FRAMEBUFFER_COMPLETE_EXT GL_FRAMEBUFFER_COMPLETE
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/external/deqp/doc/testspecs/GLES3/ |
D | functional.fbo.completeness.txt | 78 * Otherwise, GL_FRAMEBUFFER_COMPLETE must be returned. 95 expected to return GL_FRAMEBUFFER_COMPLETE. 107 GL_FRAMEBUFFER_COMPLETE when the attachments have the same number of samples
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/external/deqp/modules/gles3/functional/ |
D | es3fFboMultisampleTests.cpp | 286 TCU_CHECK(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in test() 303 TCU_CHECK(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in test() 307 TCU_CHECK(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in test()
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/external/webrtc/talk/app/webrtc/java/android/org/webrtc/ |
D | GlTextureFrameBuffer.java | 107 if (status != GLES20.GL_FRAMEBUFFER_COMPLETE) { in setSize()
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/external/deqp/external/openglcts/modules/glesext/geometry_shader/ |
D | esextcGeometryShaderBlitting.cpp | 156 if (m_draw_fbo_completeness != GL_FRAMEBUFFER_COMPLETE) in iterate() 161 if (m_read_fbo_completeness != GL_FRAMEBUFFER_COMPLETE) in iterate()
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/external/angle/src/libANGLE/renderer/gl/ |
D | BlitGL.cpp | 542 if (status != GL_FRAMEBUFFER_COMPLETE) in copySubTexture() 664 if (status != GL_FRAMEBUFFER_COMPLETE) in copySubTextureCPUReadback() 706 ASSERT(status == GL_FRAMEBUFFER_COMPLETE); in copySubTextureCPUReadback() 787 if (status != GL_FRAMEBUFFER_COMPLETE) in copyTexSubImage() 833 if (status == GL_FRAMEBUFFER_COMPLETE) in clearRenderableTexture() 860 if (status == GL_FRAMEBUFFER_COMPLETE) in clearRenderableTexture() 892 if (status == GL_FRAMEBUFFER_COMPLETE) in clearRenderableTexture()
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/external/deqp/modules/gles2/functional/ |
D | es2fMultisampledRenderToTextureTests.cpp | 105 if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { in iterate()
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