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Searched refs:GL_DEPTH32F_STENCIL8 (Results 1 – 25 of 48) sorted by relevance

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/external/swiftshader/src/OpenGL/libGLESv2/
Dutilities.cpp144 …sertFormatMapping(&map, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_DEPTH32F_STENCIL8); in BuildFormatMap()
723 format == GL_DEPTH32F_STENCIL8; in IsDepthTexture()
731 format == GL_DEPTH32F_STENCIL8; in IsStencilTexture()
873 case GL_DEPTH32F_STENCIL8: in ValidateTextureFormatType()
1005 case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: VALIDATE_INTERNALFORMAT(GL_DEPTH32F_STENCIL8) in ValidateTextureFormatType()
1095 case GL_DEPTH32F_STENCIL8: in IsColorRenderable()
1116 case GL_DEPTH32F_STENCIL8: in IsDepthRenderable()
1176 case GL_DEPTH32F_STENCIL8: in IsStencilRenderable()
1977 return GL_DEPTH32F_STENCIL8; in ConvertDepthStencilFormat()
DRenderbuffer.cpp560 case GL_DEPTH32F_STENCIL8: in DepthStencilbuffer()
/external/deqp/modules/gles31/functional/
Des31fStencilTexturingTests.cpp500 DE_ASSERT(format == GL_DEPTH32F_STENCIL8 || format == GL_DEPTH24_STENCIL8); in checkDepthStencilFormatSupport()
1013 …tGroup->addChild(new UploadTex2DCase (m_context, "depth32f_stencil8_2d", GL_DEPTH32F_STENCIL8)); in init()
1014 …addChild(new UploadTex2DArrayCase (m_context, "depth32f_stencil8_2d_array", GL_DEPTH32F_STENCIL8)); in init()
1015 …oup->addChild(new UploadTexCubeCase (m_context, "depth32f_stencil8_cube", GL_DEPTH32F_STENCIL8)); in init()
1031 …erGroup->addChild(new ClearTex2DCase (m_context, "depth32f_stencil8_clear", GL_DEPTH32F_STENCIL8)); in init()
1032 …erGroup->addChild(new RenderTex2DCase (m_context, "depth32f_stencil8_draw", GL_DEPTH32F_STENCIL8)); in init()
Des31fFboTestCase.cpp198 case GL_DEPTH32F_STENCIL8: in isRequiredFormat()
315 case GL_DEPTH32F_STENCIL8: in getMinimumSampleCount()
Des31fTextureBorderClampTests.cpp2370 { "depth32f_stencil8_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH }, in init()
2372 { "depth32f_stencil8_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL }, in init()
2452 { "float_depth_uint_stencil_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH }, in init()
2453 { "float_depth_uint_stencil_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL }, in init()
2545 { "float_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH, false }, in init()
2546 { "uint_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL, false }, in init()
2673 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 }, in init()
2727 { "depth32f_stencil8_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH }, in init()
2728 { "depth32f_stencil8_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL }, in init()
Des31fInternalFormatQueryTests.cpp423 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, FormatSamplesCase::FORMAT_DEPTH_STENCIL }, in init()
Des31fTextureFormatTests.cpp503 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 }, in init()
Des31fFboTestUtil.cpp536 case GL_DEPTH32F_STENCIL8: return "depth32f_stencil8"; in getFormatName()
Des31fTextureLevelStateQueryTests.cpp314 internalFormat == GL_DEPTH32F_STENCIL8; in isRenderableFormat()
601 GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8 in generateInternalFormatTextureGenerationGroup()
Des31fTextureSpecificationTests.cpp840 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 }, in init()
/external/deqp/modules/gles3/functional/
Des3fFboTestCase.cpp193 case GL_DEPTH32F_STENCIL8: in isRequiredFormat()
308 case GL_DEPTH32F_STENCIL8: in getMinimumSampleCount()
Des3fFboCompletenessTests.cpp72 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8,
86 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8,
Des3fInternalFormatQueryTests.cpp219 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, false }, in init()
Des3fFboStencilbufferTests.cpp250 GL_DEPTH32F_STENCIL8, in init()
Des3fFboMultisampleTests.cpp294 GL_DEPTH32F_STENCIL8, in init()
Des3fRboStateQueryTests.cpp294 { GL_DEPTH32F_STENCIL8, 32, 8 }, in test()
Des3fFboDepthbufferTests.cpp323 GL_DEPTH32F_STENCIL8, in init()
Des3fFboInvalidateTests.cpp128 return GL_DEPTH32F_STENCIL8; in getCompatibleDepthStencilFormat()
1485 GL_DEPTH32F_STENCIL8, in init()
Des3fFboStateQueryTests.cpp680 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 32, 8 }, in test()
/external/mesa3d/src/mesa/main/
Dglformats.c1299 case GL_DEPTH32F_STENCIL8: in _mesa_is_depthstencil_format()
1326 case GL_DEPTH32F_STENCIL8: in _mesa_is_depth_or_stencil_format()
2643 case GL_DEPTH32F_STENCIL8: in _mesa_base_tex_format()
2721 return GL_DEPTH32F_STENCIL8; in _mesa_es3_effective_internal_format_for_format_and_type()
3283 if (internalFormat != GL_DEPTH32F_STENCIL8) in _mesa_es3_error_check_format_and_type()
Dtexformat.c372 case GL_DEPTH32F_STENCIL8: in _mesa_choose_tex_format()
Dreadpix.c907 (internalFormat == GL_DEPTH32F_STENCIL8); in read_pixels_es3_error_check()
/external/deqp/framework/opengl/
DgluFboRenderContext.cpp123 GL_DEPTH32F_STENCIL8, in chooseDepthStencilFormat()
DgluTextureUtil.cpp220 case FMT_CASE(DS, FLOAT_UNSIGNED_INT_24_8_REV): return GL_DEPTH32F_STENCIL8; in getInternalFormat()
544 …case GL_DEPTH32F_STENCIL8: return TextureFormat(TextureFormat::DS, TextureFormat::FLOAT_UNSIGNED_… in mapGLInternalFormat()
1169 case GL_DEPTH32F_STENCIL8: in getRenderableBitsES3()
DgluStrUtil.inl882 case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8";
1732 case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8";

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