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Searched refs:GL_DEPTH_BUFFER_BIT (Results 1 – 25 of 123) sorted by relevance

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/external/deqp/modules/gles3/functional/
Des3fFboInvalidateTests.cpp61 if (discardBufferBits & GL_DEPTH_BUFFER_BIT) in getDefaultFBDiscardAttachments()
78 …if ((discardBufferBits & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) == (GL_DEPTH_BUFFER_BIT|GL_S… in getFBODiscardAttachments()
80 else if (discardBufferBits & GL_DEPTH_BUFFER_BIT) in getFBODiscardAttachments()
152 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
177 if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0) in render()
226 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
269 if ((m_buffers & GL_DEPTH_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.cpp126 if (buffers & GL_DEPTH_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()
667 context.clear(GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
673 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
854 return (config.buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) != 0; in isConfigSupported()
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Des3fDepthStencilClearTests.cpp264 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break; in generateClears()
266 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears()
270 clear->clearMask = GL_DEPTH_BUFFER_BIT; in generateClears()
290 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL()
424 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) 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()
215 context.clear(GL_DEPTH_BUFFER_BIT); in render()
Des3fPolygonOffsetTests.cpp383 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
512 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
630 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
780 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
893 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
1010 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
1146 gl.clear (GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
1162 gl.clear (GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
Des3fScissorTests.cpp104 …(tc, rc, "clear_depth", "Depth buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_DEPTH_BUFFER_BIT)); in init()
/external/autotest/client/deps/glbench/src/
Dcleartest.cc43 mask_ = GL_DEPTH_BUFFER_BIT; in Run()
46 mask_ = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT; in Run()
50 mask_ = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; in Run()
54 mask_ = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; in Run()
Dtextureupdatetest.cc27 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TestFunc()
Dutils.cc358 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in ClearBuffers()
361 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in ClearBuffers()
/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()
104 if ((mask & GL_DEPTH_BUFFER_BIT) || combined) { in st_BlitFramebuffer_resolve()
109 info->mask = (mask & GL_DEPTH_BUFFER_BIT) ? PIPE_MASK_Z : 0; in st_BlitFramebuffer_resolve()
148 const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT | in st_BlitFramebuffer()
317 if (mask & GL_DEPTH_BUFFER_BIT) { in st_BlitFramebuffer()
/external/deqp/modules/gles2/functional/
Des2fDepthStencilClearTests.cpp261 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break; in generateClears()
263 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears()
267 clear->clearMask = GL_DEPTH_BUFFER_BIT; in generateClears()
287 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL()
421 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
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()
212 context.clear(GL_DEPTH_BUFFER_BIT); in render()
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()
1129 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1232 context.clear(GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1238 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
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Des2fPolygonOffsetTests.cpp380 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
509 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
627 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
777 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
890 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
1007 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
1143 gl.clear (GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
1159 gl.clear (GL_DEPTH_BUFFER_BIT); in testPolygonOffset()
Des2fScissorTests.cpp94 …(tc, rc, "clear_depth", "Depth buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_DEPTH_BUFFER_BIT)); in init()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
DEdgeDetectionTest.java107 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in render()
114 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in render()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
DFrameBufferCubemapTest.java87 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in renderScene()
112 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in renderCube()
DModelLoaderTest.java68 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in render()
/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/mesa3d/src/mesa/main/
Dclear.c162 GL_DEPTH_BUFFER_BIT | in _mesa_Clear()
202 mask &= ~GL_DEPTH_BUFFER_BIT; in _mesa_Clear()
217 if ((mask & GL_DEPTH_BUFFER_BIT) in _mesa_Clear()
/external/replicaisland/src/com/replica/replicaisland/
DGameRenderer.java101 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onSurfaceCreated()
231 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/
DFirstPassBaseShadowSystem.java61 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in beginPass1()
/external/webrtc/webrtc/test/gl/
Dgl_renderer.cc88 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in RenderFrame()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/
DClassicalShadowSystem.java91 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in beginPass2()
/external/deqp/modules/gles31/functional/
Des31fTextureFormatTests.cpp196 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in testLayerFace()
341 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
344 gl.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()

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