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

/external/deqp/modules/gles3/functional/
Des3fFboStencilbufferTests.cpp149 …DE_ASSERT(m_attachDepth == GL_DEPTH_ATTACHMENT || m_attachDepth == GL_DEPTH_STENCIL_ATTACHMENT || … in DepthStencilAttachCase()
280 …", "Depth and stencil attached with DEPTH_STENCIL_ATTACHMENT", GL_DEPTH_STENCIL_ATTACHMENT, GL_NON… in init()
Des3fFboStateQueryTests.cpp679 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 24, 8 }, in test()
680 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 32, 8 }, in test()
764 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in testDepthAttachment()
Des3fFboInvalidateTests.cpp79 attachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT); in getFBODiscardAttachments()
1218 …ents, GL_DEPTH_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); in render()
1219 …ts, GL_STENCIL_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); in render()
1523 static const deUint32 depthStencilAttachment[] = { GL_DEPTH_STENCIL_ATTACHMENT }; in init()
Des3fNegativeBufferApiTests.cpp1113 …glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0… in init()
1123 …glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[1… in init()
1177 …glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0… in init()
Des3fNegativeStateApiTests.cpp891 …glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_… in init()
Des3fMultisampleTests.cpp519 …GLU_CHECK_CALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUF… in init()
/external/deqp/modules/gles31/functional/
Des31fStencilTexturingTests.cpp775 …gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilT… in iterate()
780 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); in iterate()
833 …gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilT… in iterate()
856 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); in iterate()
Des31fNegativeBufferApiTests.cpp1365 …ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, r… in blit_framebuffer()
1375 …ctx.glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, r… in blit_framebuffer()
1437 …ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, r… in blit_framebuffer()
1685 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT; in invalidate_framebuffer()
1734 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT; in invalidate_sub_framebuffer()
Des31fNegativeStateApiTests.cpp1211 …ctx.glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUF… in get_framebuffer_attachment_parameteriv()
/external/mesa3d/src/mesa/main/
Dfbobject.c269 case GL_DEPTH_STENCIL_ATTACHMENT: in get_attachment()
558 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_FramebufferRenderbuffer_sw()
568 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_FramebufferRenderbuffer_sw()
3199 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_framebuffer_texture()
3222 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_framebuffer_texture()
3533 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT && in framebuffer_renderbuffer()
3723 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_get_framebuffer_attachment_parameter()
3876 attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_get_framebuffer_attachment_parameter()
4145 case GL_DEPTH_STENCIL_ATTACHMENT: in invalidate_framebuffer_storage()
/external/deqp/framework/opengl/
DgluStrUtil.inl189 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
592 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
616 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
/external/deqp/modules/glshared/
DglsScissorTests.cpp650 …gl.framebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *dep… in iterate()
/external/swiftshader/src/OpenGL/libGLESv2/
DlibGLESv2.cpp2037 case GL_DEPTH_STENCIL_ATTACHMENT: in FramebufferRenderbuffer()
2179 case GL_DEPTH_STENCIL_ATTACHMENT: in FramebufferTexture2D()
2876 case GL_DEPTH_STENCIL_ATTACHMENT: in GetFramebufferAttachmentParameteriv()
3001 if(attachment == GL_DEPTH_STENCIL_ATTACHMENT) in GetFramebufferAttachmentParameteriv()
DlibGLESv3.cpp1562 case GL_DEPTH_STENCIL_ATTACHMENT: in glFramebufferTextureLayer()
3716 case GL_DEPTH_STENCIL_ATTACHMENT: in glInvalidateSubFramebuffer()
/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/
Dgl3.h654 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
/external/deqp/framework/opengl/simplereference/
DsglrReferenceContext.cpp1971 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in framebufferTexture2D()
2033 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in framebufferTextureLayer()
2103 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in framebufferRenderbuffer()
3300 bool isDepthStencil = isFboBound && attachments[attNdx] == GL_DEPTH_STENCIL_ATTACHMENT; in invalidateSubFramebuffer()
/external/mesa3d/include/GLES3/
Dgl3.h827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
Dgl31.h827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
Dgl32.h827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
/external/swiftshader/include/GLES3/
Dgl3.h829 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
/external/deqp/framework/opengl/wrapper/
DglwEnums.inl362 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
/external/swiftshader/include/GL/
Dglcorearb.h1116 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
Dglext.h997 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
/external/mesa3d/include/GL/
Dglcorearb.h1116 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
Dglext.h997 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro