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Searched refs:GL_STENCIL_BUFFER_BIT (Results 1 – 25 of 79) sorted by relevance

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/external/deqp/modules/gles3/functional/
Des3fFboInvalidateTests.cpp64 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()
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Des3fFboRenderTest.cpp128 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()
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Des3fDepthStencilClearTests.cpp265 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()
Des3fDepthTests.cpp150 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()
Des3fScissorTests.cpp105 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
Des3fStencilTests.cpp236 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()
Des3fFragDepthTests.cpp141 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()
Des3fDepthStencilTests.cpp294 … 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()
Des3fRasterizerDiscardTests.cpp302 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()
/external/mesa3d/src/mesa/state_tracker/
Dst_cb_blit.c69 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()
/external/deqp/modules/gles2/functional/
Des2fFboRenderTest.cpp588 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()
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Des2fDepthStencilClearTests.cpp262 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()
Des2fScissorTests.cpp95 …rc, "clear_stencil", "Stencil buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_STENCIL_BUFFER_BIT)); in init()
Des2fDepthTests.cpp147 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()
Des2fStencilTests.cpp233 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()
Des2fDepthRangeTests.cpp170 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()
Des2fShaderFragDataTests.cpp189 gl.clear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
Des2fDepthStencilTests.cpp294 … 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()
/external/deqp/modules/gles3/performance/
Des3pDepthTests.cpp583 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()
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/external/skia/platform_tools/android/app/src/com/skia/
DSkiaSampleRenderer.java53 gl.glClear(GL10.GL_STENCIL_BUFFER_BIT); in onSurfaceCreated()
/external/skia/debugger/QT/
DSkGLWidget.cpp55 glClear(GL_STENCIL_BUFFER_BIT); in createRenderTarget()
/external/deqp/modules/gles31/functional/
Des31fTextureFormatTests.cpp196 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()
/external/mesa3d/src/mesa/main/
Dclear.c163 GL_STENCIL_BUFFER_BIT | in _mesa_Clear()
222 if ((mask & GL_STENCIL_BUFFER_BIT) in _mesa_Clear()
/external/deqp/modules/glshared/
DglsScissorTests.cpp240 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()
/external/skia/src/views/win/
DSkOSWindow_win.cpp342 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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