/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() 282 if (m_config.buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in Framebuffer() 295 deUint32 bit = ndx ? GL_STENCIL_BUFFER_BIT : GL_DEPTH_BUFFER_BIT; in Framebuffer() 450 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 474 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 560 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 566 context.clear(GL_STENCIL_BUFFER_BIT); in render() 569 context.clear(GL_STENCIL_BUFFER_BIT); in render() 629 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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D | es3fFragDepthTests.cpp | 141 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 313 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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D | es3fDepthStencilTests.cpp | 294 … clearCommands.push_back(ClearCommand(cellL1Rect, GL_STENCIL_BUFFER_BIT, Vec4(0), stencilValue)); in generateBaseClearAndDepthCommands() 423 if (clear.buffers & GL_STENCIL_BUFFER_BIT) glClearStencil(clear.stencil); in render() 425 …DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \not… in render() 490 if (clear.buffers & GL_STENCIL_BUFFER_BIT && stencilBits > 0) in renderReference() 496 …DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \not… in renderReference()
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D | es3fRasterizerDiscardTests.cpp | 302 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in iterate() 338 …PTION_FBO) ? glClearBufferiv(GL_STENCIL, 0, &FAIL_STENCIL) : glClear(GL_STENCIL_BUFFER_BIT); break; in iterate()
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/external/mesa3d/src/mesa/state_tracker/ |
D | st_cb_blit.c | 69 const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; in st_BlitFramebuffer_resolve() 110 if (combined && (mask & GL_STENCIL_BUFFER_BIT)) { in st_BlitFramebuffer_resolve() 111 mask &= ~GL_STENCIL_BUFFER_BIT; in st_BlitFramebuffer_resolve() 124 if (mask & GL_STENCIL_BUFFER_BIT) { in st_BlitFramebuffer_resolve() 149 GL_STENCIL_BUFFER_BIT); in st_BlitFramebuffer() 326 if (mask & GL_STENCIL_BUFFER_BIT) { in st_BlitFramebuffer()
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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() 783 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 880 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 966 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 1021 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render() 1027 context.clear(GL_STENCIL_BUFFER_BIT); in render() 1030 context.clear(GL_STENCIL_BUFFER_BIT); in render() 1129 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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D | es2fDepthRangeTests.cpp | 170 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 320 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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D | es2fShaderFragDataTests.cpp | 189 gl.clear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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D | es2fDepthStencilTests.cpp | 294 … clearCommands.push_back(ClearCommand(cellL1Rect, GL_STENCIL_BUFFER_BIT, Vec4(0), stencilValue)); in generateBaseClearAndDepthCommands() 423 if (clear.buffers & GL_STENCIL_BUFFER_BIT) glClearStencil(clear.stencil); in render() 425 …DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \not… in render() 490 if (clear.buffers & GL_STENCIL_BUFFER_BIT && stencilBits > 0) in renderReference() 496 …DE_ASSERT(clear.buffers == (clear.buffers & (GL_COLOR_BUFFER_BIT|GL_STENCIL_BUFFER_BIT))); // \not… in renderReference()
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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/skia/platform_tools/android/app/src/com/skia/ |
D | SkiaSampleRenderer.java | 53 gl.glClear(GL10.GL_STENCIL_BUFFER_BIT); in onSurfaceCreated()
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/external/skia/debugger/QT/ |
D | SkGLWidget.cpp | 55 glClear(GL_STENCIL_BUFFER_BIT); in createRenderTarget()
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/external/deqp/modules/gles31/functional/ |
D | es31fTextureFormatTests.cpp | 196 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in testLayerFace() 330 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate() 333 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
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/external/mesa3d/src/mesa/main/ |
D | clear.c | 163 GL_STENCIL_BUFFER_BIT | in _mesa_Clear() 222 if ((mask & GL_STENCIL_BUFFER_BIT) in _mesa_Clear()
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/external/deqp/modules/glshared/ |
D | glsScissorTests.cpp | 240 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in iterate() 261 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in iterate() 433 …else if ((m_clearMode & GL_STENCIL_BUFFER_BIT) && m_renderCtx.getRenderTarget().getStencilBits() =… in init() 451 if (m_clearMode & GL_STENCIL_BUFFER_BIT) in render()
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/external/skia/src/views/win/ |
D | SkOSWindow_win.cpp | 342 glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in attachGL() 499 ANGLE_GL_CALL(intf, Clear(GL_STENCIL_BUFFER_BIT |GL_COLOR_BUFFER_BIT)); in attachANGLE()
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