Lines Matching refs:depth

271 	//!< Color and depth/stencil attachments
323 // If no depth aspect, return the stencil view just to have something bound in the desc set
330 // If no stencil aspect, return the depth view just to have something bound in the desc set
516 VK_STENCIL_OP_INCREMENT_AND_CLAMP, // depth & stencil pass
517 VK_STENCIL_OP_KEEP, // depth only fail
523 // Enable depth write and test if needed
709 // For the D32 depth formats, we specify the texture format directly as tcu::getEffectiveDepthStencilAccess assumes stencil data is interleaved.
782 log << tcu::TestLog::Image("ErrorMask depth attachment", "Error mask depth attachment", tcu::getSubregion(verifyImageData, 0, 0, 3, wd.framebufferSize.x(), wd.framebufferSize.y(), 1));
1464 // Maximum 4 attachment references for color and 1 for depth
1849 // Perform query to get supported depth/stencil resolve modes.
1867 // Check whether depth/stencil resolve mode is supported
1907 clearValues[3].depthStencil.depth = rng.getFloat(minDepthValue, maxDepthValue);
2356 params.clearValues[3].depthStencil.depth,
2436 if (!checkAndReportError(context, results->depthVerification, totalPixels, "depth attachment"))
2439 errorMsg += "depth attachment";
2474 allOk = checkAndReportError(context, results->depthVerification, totalPixels, "depth attachment (outside render area)") && allOk;
2584 // Compute shader - Verify outside render area is intact (depth)
2617 << " float depth = texelFetch(depthImage, ivec2(coords), 0).r;\n"
2618 << " if (fmatches(depth, params.depthData, 0.01))\n"
2715 // Additionally, the fragment shader outputs depth based on the sample index as well. For sample s, it outputs 1 - (s^1)/16.
2790 // - For the depth attachment, either 1 or 1-1/16 based on whether MAX or SAMPLE_ZERO resolve modes are selected respectively.
2909 << " float depth = texelFetch(depthImage, ivec2(coords), 0).r;\n"
2910 << " if (fmatches(depth, " << expect << ", 0.01))\n"
3269 regionClearValues[3].depthStencil.depth,
3535 // Each subpass performs 4 sets of one or two draw calls. Two if there is depth/stencil and one if not.
3536 // When depth/stencil is present, the first draw call writes to depth, while the second draw call does a depth test.
4046 // Specify if depth/stencil is used
4156 depthResult[regionNdx] = Vec2(params.clearValues[3].depthStencil.depth, params.clearValues[3].depthStencil.depth);
4166 // Apply the draw call output to enabled attachments. Note that the tests always do additive blending, and when depth test succeeds, stencil is incremented.
4168 // First draw call overwrites depth and always succeeds.
4169 // Second draw call overwrites only the samples that pass the depth test (which is GREATER).
4236 // If depth/stencil is single-sampled, prepare the data for the next pass. If multisampled, it will no longer be used after the resolve.
4284 // Additionally, the fragment shader outputs depth based on the sample index as well.
4462 << " float depth = texelFetch(depthImage, ivec2(coords), 0).r;\n"
4463 << " if (fmatches(depth, params.depthData, 0.01))\n"
4529 // Color attachment 1 and depth/stencil attachment are used as input attachments in subpass 1.
4634 // First draw call outputs to color attachment 1 and depth/stencil. It doesn't blend with clear for simplicity of the verification code.
4647 // Next subpass initializes color attachments 2 and 3 from color attachment 1 and depth/stencil, then issues a draw call that modifies those attachments.
4726 // Subpass 0 renders to color1 and depth/stencil only. They are resolved at the end of the pass.
4738 // Subpass 1 uses color1 and depth/stencil as input attachments and outputs to color2 and color3.
4760 // Subpass 0 writes to color 1, depth and stencil.
4789 // First, subpass[0]'s data is written to every sample of color1 and depth/stencil.
4793 // Then depth/stencil is resolved
4805 // Then subpass 1 initializes color2 and color3 based on the previous subpass' color1 and depth/stencil values.
4866 // Fragment shader - initialize color attachments 2 and 3 with data from color attachments 1 and depth/stencil
4870 // Data from color attachment 1 is replicated in color attachment 2. Data from the depth/stencil attachment is replicated in the red and green
4999 // Test formats with only depth, only stencil or both