Lines Matching defs:depth
990 mState.depth);
1031 mState.depth);
1058 GLint depth;
1059 SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
1061 if (width > 0 && height > 0 && depth >= mState.minDepth)
1064 depth = depth * 6;
1066 GLint texSize = width * height * depth * mState.format.getPixelSize();
1076 Texture::SubImage(gl, target, level, 0, 0, 0, width, height, depth, transferFormat.format,
1111 gl.bindImageTexture(0 /* unit */, texture, level /* level */, depth > 1 /* layered */, 0 /* layer */,
1116 gl.dispatchCompute(width, height, depth);
1157 GLint depth;
1158 SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
1163 if (widthCommitted == 0 || height == 0 || depth < mState.minDepth)
1171 GLint texSize = width * height * depth * mState.format.getPixelSize();
1189 for (GLint z = 0; z < depth; ++z)
1234 for (GLint z = 0; z < depth; ++z)
1250 GLint texSize = width * height * depth;
1271 Texture::Storage(gl, verifyTarget, 1, GL_R8, width, height, depth);
1279 Texture::SubImage(gl, verifyTarget, 0, 0, 0, 0, width, height, depth, GL_RED, GL_UNSIGNED_BYTE,
1325 gl.dispatchCompute(width, height, depth);
1336 for (GLint z = 0; z < depth; ++z)
1497 /** Check if depth and stencil test on uncommitted regions are allowed
1608 /** Verify depth and stencil tests on uncommitted texture pixels works as expected
1630 GLint depth;
1631 SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
1636 if (widthCommitted == 0 || height == 0 || depth < mState.minDepth)
1681 /** Prepare gl depth and stencil test resources
1713 /** Cleanup gl depth and stencil test resources
1751 GLint depth;
1752 SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
1757 if (widthCommitted == 0 || height == 0 || depth < mState.minDepth)
1766 GLint texSize = width * height * depth * mState.format.getPixelSize();
1785 for (GLint z = 0; result && z < depth; ++z)
1841 for (GLint z = 0; result && z < depth; ++z)
1875 depth = depth * 6;
1876 if (depth == 1 && mState.samples == 1)
1879 GLint texSize = width * height * depth;
1894 Texture::Storage(gl, verifyTarget, 1, GL_R8, width, height, depth);
1902 Texture::SubImage(gl, verifyTarget, 0, 0, 0, 0, width, height, depth, GL_RED, GL_UNSIGNED_BYTE,
1933 depth > 1, //layered
1940 depth > 1, //layered
1948 gl.dispatchCompute(width, height, depth);
1959 for (GLint z = 0; z < depth; ++z)
2009 GLint depth;
2010 SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
2015 if (widthCommitted == 0 || height == 0 || depth < mState.minDepth)
2027 depth = depth * 6;
2028 if (depth == 1 && mState.samples == 1)
2031 GLint texSize = width * height * depth;
2046 Texture::Storage(gl, verifyTarget, 1, GL_R8, width, height, depth);
2054 Texture::SubImage(gl, verifyTarget, 0, 0, 0, 0, width, height, depth, GL_RED, GL_UNSIGNED_BYTE,
2085 depth > 1, //layered
2092 depth > 1, //layered
2102 gl.dispatchCompute(width, height, depth);
2113 for (GLint z = 0; z < depth; ++z)
2187 /** Verify if depth test on uncommitted texture region works as expected texture
2195 * @return Returns true if depth data is as expected, false otherwise.
2231 /** Verify if depth bounds test on uncommitted texture region works as expected texture
2239 * @return Returns true if depth data is as expected, false otherwise.
2519 // Set tokens for depth texture format
2761 GLint depth;
2762 SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
2764 if (width > 0 && height > 0 && depth >= mState.minDepth)
2767 depth = depth * 6;
2769 GLint texSize = width * height * depth * mState.format.getPixelSize();
2809 gl.bindImageTexture(0 /* unit */, texture, level /* level */, depth > 1 /* layered */, 0 /* layer */,
2814 gl.dispatchCompute(width, height, depth);
2831 /** Setup depth compare mode and compare function for depth texture
2867 GLint depth;
2868 SparseTextureUtils::getTextureLevelSize(target, mState, level, width, height, depth);
2873 if (widthCommitted == 0 || height == 0 || depth < mState.minDepth)
2879 depth = depth * 6;
2881 GLint texSize = width * height * depth;
2906 Texture::Storage(gl, verifyTarget, 1, GL_R8, width, height, depth);
2914 Texture::SubImage(gl, verifyTarget, 0, 0, 0, 0, width, height, depth, GL_RED, GL_UNSIGNED_BYTE,
2953 replaceToken("<TEX_DEPTH>", de::toString(depth).c_str(), shader);
3002 gl.dispatchCompute(width, height, depth);
3012 for (GLint z = 0; z < depth; ++z)