Lines Matching full:depth
8 // depth attachment is only read from
45 // Fill out a depth texture to specific values and use it both as a sampler and a depth texture
46 // with depth write disabled. This is to test a "read-only feedback loop" that needs to be
82 // Attach a color and depth texture to the FBO in TEST_P()
90 // Set the color texture to blue and depth texture to 1.0f in TEST_P()
96 // Enable Depth test with passing always to write depth. in TEST_P()
101 // Fill the middle of the depth texture with 0.0f. while the border remains 1.0f as in TEST_P()
117 // Enable Depth test without depth write. in TEST_P()
133 // is also bound as the depth attachment, because depth write is disabled. in TEST_P()
134 // The write to finalTex only succeeds for the middle region due to depth test. in TEST_P()
137 // Copy finalTex to default framebuffer for verification. Depth values written in the first in TEST_P()
152 // Tests that we can support a feedback loop between a depth textures and the depth buffer.
163 uniform sampler2D depth; in TEST_P()
166 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) in TEST_P()
200 // Clear depth to 0.5. in TEST_P()
204 // Disable depth. Although this does not remove the feedback loop as defined by the in TEST_P()
209 // Verify we can sample the depth texture and get 0.5. in TEST_P()
216 // Tests corner cases with read-only depth-stencil feedback loops.
226 uniform sampler2D depth; in TEST_P()
229 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) in TEST_P()
273 // Clear depth to 0.5. in TEST_P()
279 // Disable depth. Although this does not remove the feedback loop as defined by the in TEST_P()
300 // Tests depth/stencil clear after read-only depth/stencil feedback loop draw.
310 uniform sampler2D depth; in TEST_P()
313 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) in TEST_P()
352 // Clear depth to 0.5. in TEST_P()
356 // Disable depth to establish read-only depth/stencil feedback loop. in TEST_P()
360 // Verify we can sample the depth texture and get 0.5. in TEST_P()
363 // Clear depth to another value in TEST_P()
373 // Make sure depth is correctly cleared. in TEST_P()
384 // Tests scissored depth/stencil clear after read-only depth/stencil feedback loop draw.
394 uniform sampler2D depth; in TEST_P()
397 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) in TEST_P()
436 // Clear depth to 0.5. in TEST_P()
440 // Disable depth to establish read-only depth/stencil feedback loop. in TEST_P()
444 // Verify we can sample the depth texture and get 0.5. in TEST_P()
447 // Clear depth to another value in a scissor in TEST_P()
459 // Make sure depth is correctly cleared. in TEST_P()
471 // Tests depth/stencil blit after read-only depth/stencil feedback loop draw.
481 uniform sampler2D depth; in TEST_P()
484 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) in TEST_P()
523 // Clear depth to 0.5. in TEST_P()
527 // Disable depth to establish read-only depth/stencil feedback loop. in TEST_P()
531 // Verify we can sample the depth texture and get 0.5. in TEST_P()
534 // Blit depth to another framebuffer. in TEST_P()
560 // Make sure depth is correctly blitted. in TEST_P()
579 // Tests that if the framebuffer is cleared, a feedback loop between a depth textures and the depth
591 uniform sampler2D depth; in TEST_P()
594 if (abs(texture2D(depth, v_texCoord).x - 0.5) < 0.1) in TEST_P()
628 // Clear color to blue and depth to 0.5. in TEST_P()
633 // Disable depth. Although this does not remove the feedback loop as defined by the in TEST_P()
638 // Verify we can sample the depth texture and get 0.5. Use a scissor. in TEST_P()
644 // Make sure the scissored region passes the depth test and is changed to green. in TEST_P()
657 // Tests that sampling from stencil while simultaneously bound as read-only attachment works. Depth
665 // Create FBO with color, depth and stencil in TEST_P()
682 // Initialize depth/stencil in TEST_P()
698 // Draw red with depth = 1 and stencil = 0xAA in TEST_P()
771 // Validate that depth was overwritten in the previous render pass in TEST_P()
784 // Tests that sampling from depth while simultaneously bound as read-only attachment works. Stencil
792 // Create FBO with color, depth and stencil in TEST_P()
809 // Initialize depth/stencil in TEST_P()
825 // Draw red with depth = 1 and stencil = 0xAA in TEST_P()
837 // Disable depth output and bind depth as sampler. in TEST_P()
859 uniform sampler2D depth; in TEST_P()
865 bool depthPass = abs(texture(depth, texCoord).x - 1.0) < 0.1; in TEST_P()
880 glUniform1i(glGetUniformLocation(validateDepth, "depth"), 0); in TEST_P()
910 // Tests that sampling from depth and stencil while simultaneously bound as read-only attachment
918 // Create FBO with color, depth and stencil in TEST_P()
935 // Initialize depth/stencil in TEST_P()
951 // Draw red with depth = 1 and stencil = 0xAA in TEST_P()
963 // Disable depth/stencil output and bind both depth and stencil as samplers. in TEST_P()
986 uniform sampler2D depth; in TEST_P()
993 // Note: Due to GL_DEPTH_STENCIL_TEXTURE_MODE, it is not possible to read both the depth and in TEST_P()
995 // sample from depth. in TEST_P()
996 bool depthPass = !isinf(texture(depth, texCoord).x); in TEST_P()
1017 glUniform1i(glGetUniformLocation(validateDepthStencil, "depth"), 0); in TEST_P()