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/third_party/ffmpeg/libavfilter/
Dvf_blend_init.h29 #define DEPTH 8 macro
32 #undef DEPTH
33 #define DEPTH 9 macro
36 #undef DEPTH
37 #define DEPTH 10 macro
40 #undef DEPTH
41 #define DEPTH 12 macro
44 #undef DEPTH
45 #define DEPTH 14 macro
48 #undef DEPTH
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/third_party/openGLES/extensions/EXT/
DEXT_depth_bounds_test.txt40 after the scissor test and before the alpha test. The depth bounds
41 test compares the depth value stored at the location given by the
43 and maximum depth value. If the stored depth value is outside the
46 Unlike the depth test, the depth bounds test has NO dependency on
47 the fragment's window-space depth value.
73 Unless a depth value (in the depth buffer) at a pixel is within
78 illumination for the pixel is fully attenuated. The depth bounds
83 Where should the depth bounds test take place in the OpenGL
91 Importantly, the depth bounds test occurs before any fragment
92 operation that has a side-effect such as stencil and/or depth buffer
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/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/
DEXT_depth_bounds_test.txt40 after the scissor test and before the alpha test. The depth bounds
41 test compares the depth value stored at the location given by the
43 and maximum depth value. If the stored depth value is outside the
46 Unlike the depth test, the depth bounds test has NO dependency on
47 the fragment's window-space depth value.
73 Unless a depth value (in the depth buffer) at a pixel is within
78 illumination for the pixel is fully attenuated. The depth bounds
83 Where should the depth bounds test take place in the OpenGL
91 Importantly, the depth bounds test occurs before any fragment
92 operation that has a side-effect such as stencil and/or depth buffer
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/third_party/skia/third_party/externals/angle2/src/image_util/
Dloadimage.h20 size_t depth,
30 size_t depth,
40 size_t depth,
50 size_t depth,
60 size_t depth,
70 size_t depth,
80 size_t depth,
90 size_t depth,
100 size_t depth,
110 size_t depth,
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/third_party/openGLES/extensions/NV/
DNV_depth_clamp.txt39 interpolated depth values (after the depth range transform) must be
49 beyond the conventional window space depth range for depth values
51 defy the window space depth range (effectively what near and far
52 plane clipping accomplish), the depth values can be clamped to the
53 current depth range.
59 algorithm (rather than depth testing) for hidden surface removal is
71 depth values outside the window-space depth range. Should the
76 clamping interpolated depth values to the depth range is much
79 Should depth clamping affect points or just line and polygon geometric
82 RESOLUTION: All geometric primitives are affected by depth
[all …]
DNV_depth_buffer_float.txt52 This extension provides new texture internal formats whose depth
54 normalized unsigned integers used in existing depth formats.
55 Floating-point depth textures support all the functionality supported for
56 fixed-point depth textures, including shadow mapping and rendering support
57 via EXT_framebuffer_object. Floating-point depth textures can store
60 By default, OpenGL entry points taking depth values implicitly clamp the
63 specify depth values that are not clamped.
65 Additionally, this extension provides new packed depth/stencil pixel
67 of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused
68 bites. A packed depth/stencil texture internal format is also provided.
[all …]
DWGL_NV_render_depth_texture.txt42 This extension allows a depth buffer to be used for both rendering and
44 addition in this extension is the ability to use a depth buffer as a
49 In the ARB_render_texture spec, the number and size of physical depth
53 The contents of the depth and stencil buffers may not be preserved
59 rendered texture IS the depth buffer.
62 each mipmap level and cube map face gets its own depth buffer, whose
72 and depth buffers to textures?
77 create a pbuffer supporting either color or depth textures, but not
80 For double-buffered or stereo pixel formats that support binding to depth
81 textures, how many depth buffers do you have?
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DNV_packed_depth_stencil.txt41 Many OpenGL implementations have chosen to interleave the depth and
42 stencil buffers into one buffer, often with 24 bits of depth
44 for the depth buffer much of the time; a 24-bit depth buffer, on the
45 other hand, requires that reads and writes of depth data be unaligned
49 both depth and stencil data. OpenGL never provides direct access to
56 an application reads from the 24-bit depth buffer, using the type
61 depth buffer an unattractive proposition in the first place.
64 wish to draw to or read back from both the depth and stencil buffers
77 data for a 24-bit depth texture.
80 undergoes both depth and stencil operations. The depth data is
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/third_party/skia/third_party/externals/opengl-registry/extensions/NV/
DNV_depth_clamp.txt39 interpolated depth values (after the depth range transform) must be
49 beyond the conventional window space depth range for depth values
51 defy the window space depth range (effectively what near and far
52 plane clipping accomplish), the depth values can be clamped to the
53 current depth range.
59 algorithm (rather than depth testing) for hidden surface removal is
71 depth values outside the window-space depth range. Should the
76 clamping interpolated depth values to the depth range is much
79 Should depth clamping affect points or just line and polygon geometric
82 RESOLUTION: All geometric primitives are affected by depth
[all …]
DNV_depth_buffer_float.txt52 This extension provides new texture internal formats whose depth
54 normalized unsigned integers used in existing depth formats.
55 Floating-point depth textures support all the functionality supported for
56 fixed-point depth textures, including shadow mapping and rendering support
57 via EXT_framebuffer_object. Floating-point depth textures can store
60 By default, OpenGL entry points taking depth values implicitly clamp the
63 specify depth values that are not clamped.
65 Additionally, this extension provides new packed depth/stencil pixel
67 of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused
68 bites. A packed depth/stencil texture internal format is also provided.
[all …]
DWGL_NV_render_depth_texture.txt42 This extension allows a depth buffer to be used for both rendering and
44 addition in this extension is the ability to use a depth buffer as a
49 In the ARB_render_texture spec, the number and size of physical depth
53 The contents of the depth and stencil buffers may not be preserved
59 rendered texture IS the depth buffer.
62 each mipmap level and cube map face gets its own depth buffer, whose
72 and depth buffers to textures?
77 create a pbuffer supporting either color or depth textures, but not
80 For double-buffered or stereo pixel formats that support binding to depth
81 textures, how many depth buffers do you have?
[all …]
DNV_packed_depth_stencil.txt41 Many OpenGL implementations have chosen to interleave the depth and
42 stencil buffers into one buffer, often with 24 bits of depth
44 for the depth buffer much of the time; a 24-bit depth buffer, on the
45 other hand, requires that reads and writes of depth data be unaligned
49 both depth and stencil data. OpenGL never provides direct access to
56 an application reads from the 24-bit depth buffer, using the type
61 depth buffer an unattractive proposition in the first place.
64 wish to draw to or read back from both the depth and stencil buffers
77 data for a 24-bit depth texture.
80 undergoes both depth and stencil operations. The depth data is
[all …]
/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_depth_clamp.txt43 interpolated depth values (after the depth range transform) must be
53 beyond the conventional window space depth range for depth values
55 defy the window space depth range (effectively what near and far
56 plane clipping accomplish), the depth values can be clamped to the
57 current depth range.
63 algorithm (rather than depth testing) for hidden surface removal is
75 depth values outside the window-space depth range. Should the
80 clamping interpolated depth values to the depth range is much
83 Should depth clamping affect points or just line and polygon geometric
86 RESOLUTION: All geometric primitives are affected by depth
[all …]
DARB_depth_buffer_float.txt53 This extension provides new texture internal formats whose depth
55 normalized unsigned integers used in existing depth formats.
56 Floating-point depth textures support all the functionality supported for
57 fixed-point depth textures, including shadow mapping and rendering support
58 via EXT_framebuffer_object. Floating-point depth textures can store
61 Additionally, this extension provides new packed depth/stencil pixel
63 of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused
64 bites. A packed depth/stencil texture internal format is also provided.
67 floating-point depth buffers. The existing (but not commonly used)
101 depending on whether the framebuffer's depth buffer uses
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/third_party/ffmpeg/libavcodec/
Dh264dsp.c70 #define FUNC(a, depth) a ## _ ## depth ## _c in ff_h264dsp_init() argument
72 #define ADDPX_DSP(depth) \ in ff_h264dsp_init() argument
73 c->h264_add_pixels4_clear = FUNC(ff_h264_add_pixels4, depth);\ in ff_h264dsp_init()
74 c->h264_add_pixels8_clear = FUNC(ff_h264_add_pixels8, depth) in ff_h264dsp_init()
82 #define H264_DSP(depth) \ in ff_h264dsp_init() argument
83 c->h264_idct_add= FUNC(ff_h264_idct_add, depth);\ in ff_h264dsp_init()
84 c->h264_idct8_add= FUNC(ff_h264_idct8_add, depth);\ in ff_h264dsp_init()
85 c->h264_idct_dc_add= FUNC(ff_h264_idct_dc_add, depth);\ in ff_h264dsp_init()
86 c->h264_idct8_dc_add= FUNC(ff_h264_idct8_dc_add, depth);\ in ff_h264dsp_init()
87 c->h264_idct_add16 = FUNC(ff_h264_idct_add16, depth);\ in ff_h264dsp_init()
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Dhevcdsp.c129 #define FUNC(a, depth) a ## _ ## depth in ff_hevc_dsp_init() argument
132 #define PEL_FUNC(dst1, idx1, idx2, a, depth) \ in ff_hevc_dsp_init() argument
135 hevcdsp->dst1[i][idx1][idx2] = a ## _ ## depth; \ in ff_hevc_dsp_init()
139 #define EPEL_FUNCS(depth) \ in ff_hevc_dsp_init() argument
140 PEL_FUNC(put_hevc_epel, 0, 0, put_hevc_pel_pixels, depth); \ in ff_hevc_dsp_init()
141 PEL_FUNC(put_hevc_epel, 0, 1, put_hevc_epel_h, depth); \ in ff_hevc_dsp_init()
142 PEL_FUNC(put_hevc_epel, 1, 0, put_hevc_epel_v, depth); \ in ff_hevc_dsp_init()
143 PEL_FUNC(put_hevc_epel, 1, 1, put_hevc_epel_hv, depth) in ff_hevc_dsp_init()
146 #define EPEL_UNI_FUNCS(depth) \ in ff_hevc_dsp_init() argument
147 PEL_FUNC(put_hevc_epel_uni, 0, 0, put_hevc_pel_uni_pixels, depth); \ in ff_hevc_dsp_init()
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Dh264qpel.c52 #define FUNCC(f, depth) f ## _ ## depth ## _c in ff_h264qpel_init() argument
54 #define dspfunc2(PFX, IDX, NUM, depth) \ in ff_h264qpel_init() argument
55 c->PFX ## _pixels_tab[IDX][ 0] = FUNCC(PFX ## NUM ## _mc00, depth); \ in ff_h264qpel_init()
56 c->PFX ## _pixels_tab[IDX][ 1] = FUNCC(PFX ## NUM ## _mc10, depth); \ in ff_h264qpel_init()
57 c->PFX ## _pixels_tab[IDX][ 2] = FUNCC(PFX ## NUM ## _mc20, depth); \ in ff_h264qpel_init()
58 c->PFX ## _pixels_tab[IDX][ 3] = FUNCC(PFX ## NUM ## _mc30, depth); \ in ff_h264qpel_init()
59 c->PFX ## _pixels_tab[IDX][ 4] = FUNCC(PFX ## NUM ## _mc01, depth); \ in ff_h264qpel_init()
60 c->PFX ## _pixels_tab[IDX][ 5] = FUNCC(PFX ## NUM ## _mc11, depth); \ in ff_h264qpel_init()
61 c->PFX ## _pixels_tab[IDX][ 6] = FUNCC(PFX ## NUM ## _mc21, depth); \ in ff_h264qpel_init()
62 c->PFX ## _pixels_tab[IDX][ 7] = FUNCC(PFX ## NUM ## _mc31, depth); \ in ff_h264qpel_init()
[all …]
/third_party/openGLES/extensions/ARB/
DARB_depth_clamp.txt53 interpolated depth values (after the depth range transform) must be
63 beyond the conventional window space depth range for depth values
65 defy the window space depth range (effectively what near and far
66 plane clipping accomplish), the depth values can be clamped to the
67 current depth range.
73 algorithm (rather than depth testing) for hidden surface removal is
85 depth values outside the window-space depth range. Should the
90 clamping interpolated depth values to the depth range is much
93 Should depth clamping affect points or just line and polygon geometric
96 RESOLUTION: All geometric primitives are affected by depth
[all …]
DARB_depth_buffer_float.txt63 This extension provides new texture internal formats whose depth
65 normalized unsigned integers used in existing depth formats.
66 Floating-point depth textures support all the functionality supported for
67 fixed-point depth textures, including shadow mapping and rendering support
68 via EXT_framebuffer_object. Floating-point depth textures can store
71 Additionally, this extension provides new packed depth/stencil pixel
73 of a 32-bit floating-point depth value, 8 bits of stencil, and 24 unused
74 bites. A packed depth/stencil texture internal format is also provided.
77 floating-point depth buffers. The existing (but not commonly used)
111 depending on whether the framebuffer's depth buffer uses
[all …]
/third_party/skia/third_party/externals/opengl-registry/extensions/OES/
DOES_depth_texture.txt37 This extension defines a new texture format that stores depth values in
38 the texture. Depth texture images are widely used for shadow casting but
44 1. Should manual generation of mipmaps for a depth texture using GenerateMipmap be supported?
51 b) Disallow. GenerateMipmap will generate INVALID_OPERATION error for a depth texture.
52 The reason for this is that doing a low-pass filter to generate depth values for
53 higher mip-levels of a depth texture does not make sense.
57 sense for depth textures. A better approach would be to take a min or max of 2 x 2 texel
59 the WG decided to disallow manual generation of mipmaps for a depth texture.
61 2. Should GL_DEPTH_TEXTURE_MODE be used to determine whether depth textures are treated as
68 b) No longer require DEPTH_TEXTURE_MODE. Treat depth textures always as luminance
[all …]
/third_party/openGLES/extensions/OES/
DOES_depth_texture.txt47 This extension defines a new texture format that stores depth values in
48 the texture. Depth texture images are widely used for shadow casting but
54 1. Should manual generation of mipmaps for a depth texture using GenerateMipmap be supported?
61 b) Disallow. GenerateMipmap will generate INVALID_OPERATION error for a depth texture.
62 The reason for this is that doing a low-pass filter to generate depth values for
63 higher mip-levels of a depth texture does not make sense.
67 sense for depth textures. A better approach would be to take a min or max of 2 x 2 texel
69 the WG decided to disallow manual generation of mipmaps for a depth texture.
71 2. Should GL_DEPTH_TEXTURE_MODE be used to determine whether depth textures are treated as
78 b) No longer require DEPTH_TEXTURE_MODE. Treat depth textures always as luminance
[all …]
/third_party/vk-gl-cts/android/cts/main/vk-master-2024-03-01/
Dtexture.txt1 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_2d_npot_oooo
2 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_2d_npot_sparse_oooo
3 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_2d_pot_oooo
4 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_2d_pot_sparse_oooo
5 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_s8_uint_2d_npot_oooo
6 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_s8_uint_2d_npot_sparse_oooo
7 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_s8_uint_2d_pot_oooo
8 dEQP-VK.texture.swizzle.component_mapping.depth.d16_unorm_s8_uint_2d_pot_sparse_oooo
9 dEQP-VK.texture.swizzle.component_mapping.depth.d24_unorm_s8_uint_2d_npot_oooo
10 dEQP-VK.texture.swizzle.component_mapping.depth.d24_unorm_s8_uint_2d_npot_sparse_oooo
[all …]
/third_party/vk-gl-cts/android/cts/main/vk-master-2023-03-01/
Dspirv-assembly.txt1 …on.compute.image_sampler.imagefetch.combined_image_sampler.all_local_variables.depth_property.depth
4 …pute.image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_r32i.depth_property.depth
7 …ute.image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_r32ui.depth_property.depth
10 …e.image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_rgba16f.depth_property.depth
13 …e.image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_rgba16i.depth_property.depth
16 ….image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_rgba16ui.depth_property.depth
19 …e.image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_rgba32f.depth_property.depth
22 …e.image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_rgba32i.depth_property.depth
25 ….image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_rgba32ui.depth_property.depth
28 …ute.image_sampler.imagefetch.combined_image_sampler.optypeimage_mismatch_rgba8.depth_property.depth
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/
DClear11.hlsl8 // specifying float depth values and either float, uint or sint clear colors.
106 float depth : SV_DEPTH;
112 float depth : SV_DEPTH;
119 float depth : SV_DEPTH;
127 float depth : SV_DEPTH;
136 float depth : SV_DEPTH;
146 float depth : SV_DEPTH;
157 float depth : SV_DEPTH;
169 float depth : SV_DEPTH;
182 float depth : SV_DEPTH;
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/third_party/glslang/Test/baseResults/
Dhlsl.depthGreater.frag.out8 0:2 'depth' ( out float)
11 0:3 'depth' ( out float)
18 0:? 'depth' ( temp float)
20 0:? 'depth' ( out float FragDepth)
21 0:? 'depth' ( temp float)
23 0:? 'depth' ( out float FragDepth)
35 0:2 'depth' ( out float)
38 0:3 'depth' ( out float)
45 0:? 'depth' ( temp float)
47 0:? 'depth' ( out float FragDepth)
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