/external/swiftshader/src/OpenGL/libGLESv2/ |
D | utilities.cpp | 144 …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()
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D | Renderbuffer.cpp | 560 case GL_DEPTH32F_STENCIL8: in DepthStencilbuffer()
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/external/deqp/modules/gles31/functional/ |
D | es31fStencilTexturingTests.cpp | 500 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()
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D | es31fFboTestCase.cpp | 198 case GL_DEPTH32F_STENCIL8: in isRequiredFormat() 315 case GL_DEPTH32F_STENCIL8: in getMinimumSampleCount()
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D | es31fTextureBorderClampTests.cpp | 2370 { "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()
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D | es31fInternalFormatQueryTests.cpp | 423 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, FormatSamplesCase::FORMAT_DEPTH_STENCIL }, in init()
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D | es31fTextureFormatTests.cpp | 503 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 }, in init()
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D | es31fFboTestUtil.cpp | 536 case GL_DEPTH32F_STENCIL8: return "depth32f_stencil8"; in getFormatName()
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D | es31fTextureLevelStateQueryTests.cpp | 314 internalFormat == GL_DEPTH32F_STENCIL8; in isRenderableFormat() 601 GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8 in generateInternalFormatTextureGenerationGroup()
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D | es31fTextureSpecificationTests.cpp | 840 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 }, in init()
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/external/deqp/modules/gles3/functional/ |
D | es3fFboTestCase.cpp | 193 case GL_DEPTH32F_STENCIL8: in isRequiredFormat() 308 case GL_DEPTH32F_STENCIL8: in getMinimumSampleCount()
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D | es3fFboCompletenessTests.cpp | 72 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8, 86 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8,
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D | es3fInternalFormatQueryTests.cpp | 219 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, false }, in init()
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D | es3fFboStencilbufferTests.cpp | 250 GL_DEPTH32F_STENCIL8, in init()
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D | es3fFboMultisampleTests.cpp | 294 GL_DEPTH32F_STENCIL8, in init()
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D | es3fRboStateQueryTests.cpp | 294 { GL_DEPTH32F_STENCIL8, 32, 8 }, in test()
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D | es3fFboDepthbufferTests.cpp | 323 GL_DEPTH32F_STENCIL8, in init()
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D | es3fFboInvalidateTests.cpp | 128 return GL_DEPTH32F_STENCIL8; in getCompatibleDepthStencilFormat() 1485 GL_DEPTH32F_STENCIL8, in init()
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D | es3fFboStateQueryTests.cpp | 680 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 32, 8 }, in test()
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/external/mesa3d/src/mesa/main/ |
D | glformats.c | 1299 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()
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D | texformat.c | 372 case GL_DEPTH32F_STENCIL8: in _mesa_choose_tex_format()
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D | readpix.c | 907 (internalFormat == GL_DEPTH32F_STENCIL8); in read_pixels_es3_error_check()
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/external/deqp/framework/opengl/ |
D | gluFboRenderContext.cpp | 123 GL_DEPTH32F_STENCIL8, in chooseDepthStencilFormat()
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D | gluTextureUtil.cpp | 220 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()
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D | gluStrUtil.inl | 882 case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8"; 1732 case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8";
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