/external/deqp/modules/gles31/functional/ |
D | es31fStencilTexturingTests.cpp | 504 static void checkFramebufferStatus (const glw::Functions& gl) in checkFramebufferStatus() function 506 const deUint32 status = gl.checkFramebufferStatus(GL_FRAMEBUFFER); in checkFramebufferStatus() 551 checkFramebufferStatus(gl); in iterate() 613 checkFramebufferStatus(gl); in iterate() 704 checkFramebufferStatus(gl); in iterate() 776 checkFramebufferStatus(gl); in iterate() 781 checkFramebufferStatus(gl); in iterate() 834 checkFramebufferStatus(gl); in iterate() 857 checkFramebufferStatus(gl); in iterate() 916 checkFramebufferStatus(gl); in iterate() [all …]
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D | es31fFboNoAttachmentTests.cpp | 108 TCU_CHECK(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in checkFramebufferSize() 206 TCU_CHECK(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in checkFramebufferRenderable() 297 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate() 300 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate() 303 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate() 306 …m_results.check(gl.checkFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE, "Frameb… in iterate()
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D | es31fFboTestCase.hpp | 61 void checkFramebufferStatus (deUint32 target);
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D | es31fShaderHelperInvocationTests.cpp | 237 …if (m_numSamples > maxSamples && gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPL… in FboHelper() 240 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in FboHelper() 248 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in FboHelper()
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D | es31fMultisampleShaderRenderCase.cpp | 195 if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) in init() 233 if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) in init() 260 if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) in init()
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D | es31fFboTestCase.cpp | 141 void FboTestCase::checkFramebufferStatus (deUint32 target) in checkFramebufferStatus() function in deqp::gles31::Functional::FboTestCase
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D | es31fFboColorbufferTests.cpp | 187 checkFramebufferStatus(GL_FRAMEBUFFER); in render()
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D | es31fAdvancedBlendTests.cpp | 296 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in init() 311 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in init()
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/external/deqp/modules/gles3/functional/ |
D | es3fFboDepthbufferTests.cpp | 98 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 190 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 276 checkFramebufferStatus(GL_FRAMEBUFFER); in render()
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D | es3fFboColorbufferTests.cpp | 136 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 271 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 405 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 532 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 656 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 768 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 860 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 929 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 991 checkFramebufferStatus(GL_FRAMEBUFFER); in render()
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D | es3fFboTestCase.hpp | 61 void checkFramebufferStatus (deUint32 target);
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D | es3fFboStencilbufferTests.cpp | 97 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 194 checkFramebufferStatus(GL_FRAMEBUFFER); in render()
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D | es3fFboInvalidateTests.cpp | 237 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 395 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 498 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 618 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 746 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 869 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 983 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 1133 checkFramebufferStatus (GL_FRAMEBUFFER); in render() 1242 checkFramebufferStatus (GL_FRAMEBUFFER); in render()
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D | es3fFramebufferBlitTests.cpp | 103 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 392 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 529 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 659 checkFramebufferStatus(GL_FRAMEBUFFER); in render() 788 checkFramebufferStatus(GL_FRAMEBUFFER); in render()
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D | es3fShaderPrecisionTests.cpp | 262 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in init() 515 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in init() 709 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in init()
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D | es3fShaderFragDataTests.cpp | 292 TCU_CHECK(gl.checkFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); in iterate()
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D | es3fFboMultisampleTests.cpp | 125 checkFramebufferStatus(GL_FRAMEBUFFER); in render()
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D | es3fFboTestCase.cpp | 137 void FboTestCase::checkFramebufferStatus (deUint32 target) in checkFramebufferStatus() function in deqp::gles3::Functional::FboTestCase
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/external/autotest/client/deps/webgl_mpd/src/debug/ |
D | webgl-debug.js | 745 wrappedContext_.checkFramebufferStatus = function(f) { function 753 }(wrappedContext_.checkFramebufferStatus);
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/external/deqp/framework/opengl/wrapper/ |
D | glwInitES20Direct.inl | 20 gl->checkFramebufferStatus = &glCheckFramebufferStatus;
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D | glwInitES30Direct.inl | 28 gl->checkFramebufferStatus = &glCheckFramebufferStatus;
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/external/deqp/framework/opengl/ |
D | gluES3PlusWrapperFuncs.inl | 32 dst->checkFramebufferStatus = src.checkFramebufferStatus;
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D | gluFboRenderContext.cpp | 281 if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) in createFramebuffer()
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/external/deqp/modules/gles2/functional/ |
D | es2fFboCompletenessTests.cpp | 277 const GLenum glStatus = fboc::gl(*this).checkFramebufferStatus(GL_FRAMEBUFFER); in tryCombination()
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/external/deqp/framework/platform/ios/ |
D | tcuIOSPlatform.mm | 275 if (gl.checkFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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