Lines Matching defs:depth
117 // Find a suitable format for the depth/stencil buffer.
130 TCU_FAIL("No suitable depth/stencil format found");
194 // This generator will generate width*height full-screen triangles with decreasing depth from 0.75 to 0.25.
214 // Creates full-screen triangle with 2D id (x, y) and decreasing depth with increasing ids.
218 const auto depth = kMaxDepth - m_depthStep * pixelId;
221 vertices.emplace_back(-1.0f, -1.0f, depth, 1.0f);
222 vertices.emplace_back(4.0f, -1.0f, depth, 1.0f);
223 vertices.emplace_back(-1.0f, 4.0f, depth, 1.0f);
402 // using an overlapping mesh, each single triangle will cover the whole framebuffer using a different depth value, and the depth
420 // In addition, the tests will use a depth/stencil buffer. The stencil buffer will be cleared to zero and the depth buffer to an
645 // Dependencies between subpasses for color and depth/stencil read/writes.
742 // Transition color and depth stencil attachment to the proper initial layout for dynamic rendering
887 // Buffer to read depth/stencil attachment. Note: this supposes we'll only copy the stencil aspect. See below.
1232 // overlapping meshes increment the stencil buffer only in the first draw operation (the rest fail the depth test) as many times
1286 // the values in the depth/stencil buffer and, with overlapping meshes, only the first draw passes the depth test.