Searched refs:glClearDepthf (Results 1 – 25 of 112) sorted by relevance
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100 glClearDepthf(0.99f); in verifyDepthRenderBuffer()121 glClearDepthf(0.0f); in verifyDepthRenderBuffer()339 glClearDepthf(d00); in depthStencilReadbackCase()343 glClearDepthf(d10); in depthStencilReadbackCase()347 glClearDepthf(d01); in depthStencilReadbackCase()351 glClearDepthf(d11); in depthStencilReadbackCase()666 glClearDepthf(d00); in TEST_P()669 glClearDepthf(d10); in TEST_P()672 glClearDepthf(d01); in TEST_P()675 glClearDepthf(d11); in TEST_P()[all …]
170 glClearDepthf(0.75f); in prepareSingleEmulatedWithPacked()182 glClearDepthf(0.25f); in prepareSingleEmulatedWithPacked()205 glClearDepthf(0.5f); in prepareSingleEmulatedWithPacked()
444 glClearDepthf(0.0); in TEST_P()462 glClearDepthf(1.0f); in TEST_P()480 glClearDepthf(5.0f); in TEST_P()512 glClearDepthf(0.0f); in TEST_P()522 glClearDepthf(perc); in TEST_P()1306 glClearDepthf(kPreClearDepth); in maskedScissoredColorDepthStencilClear()1334 glClearDepthf(kClearDepth); in maskedScissoredColorDepthStencilClear()
37 glClearDepthf(0.0); in testSetUp()
135 glClearDepthf(0.0); in testSetUp()
255 glClearDepthf(expectedDepth); in CheckDepthWritten()
607 glClearDepthf(0.1f); in TEST_P()614 glClearDepthf(0.9f); in TEST_P()660 glClearDepthf(0.1f); in TEST_P()667 glClearDepthf(0.9f); in TEST_P()1164 glClearDepthf(0.5f); in TEST_P()1246 glClearDepthf(0.5f); in TEST_P()
38 glClearDepthf(0.0); in testSetUp()
387 glClearDepthf(0.5f);616 glClearDepthf(0.5f); in TEST_P()
119 glClearDepthf(0.0f); in CreateMultiviewBackingTextures()143 glClearDepthf(0.0f); in CreateMultiviewBackingTextures()
23 { "glClearDepthf", (deFunctionPtr)glClearDepthf },
35 { "glClearDepthf", (deFunctionPtr)glClearDepthf },
39 { "glClearDepthf", (deFunctionPtr)glClearDepthf },
44 { "glClearDepthf", (deFunctionPtr)glClearDepthf },
61 glClearDepthf(0.75f); in initialize()
5 glClearDepthf @3
16 glClearDepthf
43 glClearDepthf @34
44 glClearDepthf;
20 glClearDepthf @18
21 glClearDepthf;
41 glClearDepthf
174 glClearDepthf (1.0f); in iterate()
300 glClearDepthf (1.0f); in iterate()322 glClearDepthf (FAIL_DEPTH); in iterate()
186 glClearDepthf (1.0f); in iterate()