/external/deqp/modules/gles3/functional/ |
D | es3fFboInvalidateTests.cpp | 61 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() [all …]
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D | es3fFboRenderTest.cpp | 126 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() [all …]
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D | es3fDepthStencilClearTests.cpp | 264 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()
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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() 215 context.clear(GL_DEPTH_BUFFER_BIT); in render()
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D | es3fPolygonOffsetTests.cpp | 383 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()
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D | es3fScissorTests.cpp | 104 …(tc, rc, "clear_depth", "Depth buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_DEPTH_BUFFER_BIT)); in init()
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/external/autotest/client/deps/glbench/src/ |
D | cleartest.cc | 43 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()
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D | textureupdatetest.cc | 27 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TestFunc()
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D | utils.cc | 358 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in ClearBuffers() 361 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); in ClearBuffers()
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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() 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()
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/external/deqp/modules/gles2/functional/ |
D | es2fDepthStencilClearTests.cpp | 261 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()
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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() 212 context.clear(GL_DEPTH_BUFFER_BIT); in render()
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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() 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() [all …]
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D | es2fPolygonOffsetTests.cpp | 380 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()
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D | es2fScissorTests.cpp | 94 …(tc, rc, "clear_depth", "Depth buffer clear", Vec4(0.1f, 0.1f, 0.8f, 0.8f), GL_DEPTH_BUFFER_BIT)); in init()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
D | EdgeDetectionTest.java | 107 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()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ |
D | FrameBufferCubemapTest.java | 87 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()
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D | ModelLoaderTest.java | 68 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in render()
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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/mesa3d/src/mesa/main/ |
D | clear.c | 162 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()
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/external/replicaisland/src/com/replica/replicaisland/ |
D | GameRenderer.java | 101 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()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/ |
D | FirstPassBaseShadowSystem.java | 61 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in beginPass1()
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/external/webrtc/webrtc/test/gl/ |
D | gl_renderer.cc | 88 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in RenderFrame()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
D | ClassicalShadowSystem.java | 91 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); in beginPass2()
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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() 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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