Lines Matching refs:depth

107 	// render first with only depth/stencil and then with color + depth/stencil
598 const std::vector<Vertex4RGBA> m_fullQuadVertices; //!< used by depth/stencil case
1643 << "layout (push_constant, std430) uniform PushConstantBlock { float depth; } pc;\n"
1651 << " gl_Position = vec4(positions[gl_VertexIndex % 3], pc.depth, 1.0);\n"
2025 // (the sample mask before the depth test) will only have
2084 TCU_THROW(NotSupportedError, "Required depth/stencil format is not supported");
2154 // For depth/stencil case the primitive is invisible and the surroundings are filled red.
2318 const deUint32 depth = noSampleshadingImage.getDepth();
2322 DE_ASSERT(depth == 1);
2323 DE_UNREF(depth);
2669 return tcu::TestStatus::fail("Depth buffer verification failed: depth buffer was not clear");
3278 // coverage after the depth test, so it has roughly 50% of the bits
3305 // default: m_rasterizationSamples bits set in FS's gl_SampleMaskIn[0] (before depth test)
3306 // post_depth_coverage: m_refCoverageAfterDepthTest[m_rasterizationSamples] bits set in FS's gl_SampleMaskIn[0] (after depth test)
3652 // Create a depth/stencil image
3676 // Allocate and bind depth/stencil image memory
3700 // Create depth/stencil attachment view
4421 // Set alpha to zero for the first draw. This should prevent depth writes because of zero coverage.
4466 depthStencilClearValue.depthStencil.depth = m_depthClearValue;
4549 // depth/stencil attachment image
4588 // The first draw was without color buffer and zero coverage. The depth buffer is expected to still have the clear value.
4592 // The depth test should pass as the first draw didn't touch the depth buffer.
4755 // This is the key to test the depth buffer contains the clear value and has not been written to:
4756 // The comparison op is EQUAL, so we will only draw if the depth buffer contains the expected value.
4801 // Make sure the previous depth buffer writes have completed already.
5498 Depth value will be cleared to 1.0 and we expect to obtain 0.0 for covered pixels at the end. We will activate the depth test with a
5499 depth compare op of "less".
5519 - The clear depth value.
5524 - The expected depth value.
5582 TCU_THROW(NotSupportedError, "VK_RESOLVE_MODE_SAMPLE_ZERO_BIT not supported for depth");
5647 // Choose depth/stencil format.
5650 TCU_FAIL("Unable to find supported depth/stencil format");
5687 // Multisample depth/stencil attachment.
6005 const tcu::IVec3 iExtent (static_cast<int>(fbExtent.width), static_cast<int>(fbExtent.height), static_cast<int>(fbExtent.depth));
6037 // Prepare depth reference.
6075 return tcu::TestStatus::fail("Unexpected color, depth or stencil result; check log for details");
6113 samplesTests->addChild(new RasterizationSamplesTest(testCtx, "depth", pipelineConstructionType, samples[samplesNdx], GEOMETRY_TYPE_INVISIBLE_TRIANGLE, 1.0f, IMAGE_BACKING_MODE_REGULAR, TEST_MODE_DEPTH_BIT, useFragmentShadingRate));
6515 // Post depth coverage enabled
6722 // Tests using alpha to coverage combined with depth/stencil/mask writes in the frag shader
6731 { (ZEXP_DEPTH_BIT), "depth" },