/external/deqp/modules/gles3/functional/ |
D | es3fFboStencilbufferTests.cpp | 149 …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()
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D | es3fFboStateQueryTests.cpp | 679 { 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()
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D | es3fFboInvalidateTests.cpp | 79 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()
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D | es3fNegativeBufferApiTests.cpp | 1113 …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()
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D | es3fNegativeStateApiTests.cpp | 891 …glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_… in init()
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D | es3fMultisampleTests.cpp | 519 …GLU_CHECK_CALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUF… in init()
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/external/deqp/modules/gles31/functional/ |
D | es31fStencilTexturingTests.cpp | 775 …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()
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D | es31fNegativeBufferApiTests.cpp | 1365 …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()
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D | es31fNegativeStateApiTests.cpp | 1211 …ctx.glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUF… in get_framebuffer_attachment_parameteriv()
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/external/mesa3d/src/mesa/main/ |
D | fbobject.c | 269 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()
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/external/deqp/framework/opengl/ |
D | gluStrUtil.inl | 189 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";
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/external/deqp/modules/glshared/ |
D | glsScissorTests.cpp | 650 …gl.framebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *dep… in iterate()
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | libGLESv2.cpp | 2037 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()
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D | libGLESv3.cpp | 1562 case GL_DEPTH_STENCIL_ATTACHMENT: in glFramebufferTextureLayer() 3716 case GL_DEPTH_STENCIL_ATTACHMENT: in glInvalidateSubFramebuffer()
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/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/ |
D | gl3.h | 654 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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/external/deqp/framework/opengl/simplereference/ |
D | sglrReferenceContext.cpp | 1971 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()
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/external/mesa3d/include/GLES3/ |
D | gl3.h | 827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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D | gl31.h | 827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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D | gl32.h | 827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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/external/swiftshader/include/GLES3/ |
D | gl3.h | 829 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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/external/deqp/framework/opengl/wrapper/ |
D | glwEnums.inl | 362 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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/external/swiftshader/include/GL/ |
D | glcorearb.h | 1116 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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D | glext.h | 997 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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/external/mesa3d/include/GL/ |
D | glcorearb.h | 1116 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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D | glext.h | 997 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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