/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fStencilTests.cpp | 137 StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP) in StencilOp() argument 434 dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); in init() 439 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP)); in init() 443 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE)); in init() 452 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)); in init() 463 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)); in init() 472 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP)); in init() 478 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP)); in init() 485 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0. in init() [all...] |
H A D | es3fDepthTests.cpp | 221 context.depthFunc(GL_ALWAYS); in render() 229 context.depthFunc(GL_ALWAYS); in render() 237 context.depthFunc(GL_ALWAYS); in render() 245 context.depthFunc(GL_ALWAYS); in render() 268 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); in init()
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H A D | es3fFboInvalidateTests.cpp | 157 glStencilFunc (GL_ALWAYS, 1, 0xff); in render() 180 glDepthFunc(GL_ALWAYS); in render() 244 glStencilFunc (GL_ALWAYS, 1, 0xff); in render() 272 glDepthFunc(GL_ALWAYS); in render() 323 glStencilFunc (GL_ALWAYS, 1, 0xff); in render() 402 glStencilFunc (GL_ALWAYS, 1, 0xff); in render() 506 glStencilFunc (GL_ALWAYS, 1, 0xff); in render() 529 glDepthFunc(GL_ALWAYS); in render() 626 glStencilFunc (GL_ALWAYS, 1, 0xff); in render() 753 glStencilFunc (GL_ALWAYS, in render() [all...] |
H A D | es3fFboStencilbufferTests.cpp | 108 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render() 205 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
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H A D | es3fDepthStencilTests.cpp | 300 renderCmd.params.depthFunc = GL_ALWAYS; in generateBaseClearAndDepthCommands() 732 GL_ALWAYS, in randomDepthStencilState() 790 { "always", GL_ALWAYS }, 881 params.stencil[notVisible].function = GL_ALWAYS; 952 params.stencil[notVisible].function = GL_ALWAYS; 992 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; 1059 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; 1117 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
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H A D | es3fFboDepthbufferTests.cpp | 201 glDepthFunc(GL_ALWAYS); in render() 287 glDepthFunc(GL_ALWAYS); in render()
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H A D | es3fFboMultisampleTests.cpp | 145 glDepthFunc(GL_ALWAYS); in render() 147 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
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H A D | es3fFragDepthTests.cpp | 84 case GL_ALWAYS: return true; in compare() 173 gl.depthFunc(GL_ALWAYS); in iterate()
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/third_party/vk-gl-cts/modules/gles2/functional/ |
H A D | es2fStencilTests.cpp | 134 StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP) in StencilOp() argument 431 dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); in init() 436 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP)); in init() 440 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE)); in init() 449 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)); in init() 460 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)); in init() 469 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP)); in init() 475 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP)); in init() 482 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0. in init() [all...] |
H A D | es2fDepthTests.cpp | 218 context.depthFunc(GL_ALWAYS); in render() 226 context.depthFunc(GL_ALWAYS); in render() 234 context.depthFunc(GL_ALWAYS); in render() 242 context.depthFunc(GL_ALWAYS); in render() 265 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); in init()
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H A D | es2fDepthRangeTests.cpp | 78 case GL_ALWAYS: return true; in compare() 195 glDepthFunc(GL_ALWAYS); in iterate() 337 glDepthFunc(GL_ALWAYS); in iterate()
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H A D | es2fIntegerStateQueryTests.cpp | 785 const GLenum depthFunctions[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GREATER, GL_GEQUAL, GL_NOTEQUAL}; in test() 989 glStencilFunc(GL_ALWAYS, ref, 0); // mask should not affect the REF in test() 995 glStencilFunc(GL_ALWAYS, ref, ref); in test() 1030 glStencilFuncSeparate(m_stencilFuncTargetFace, GL_ALWAYS, ref, 0); in test() 1036 glStencilFuncSeparate(m_stencilFuncTargetFace, GL_ALWAYS, ref, ref); in test() 1155 m_verifier->verifyInteger(m_testCtx, GL_STENCIL_FUNC, GL_ALWAYS); in test() 1158 const GLenum stencilfuncValues[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL}; in test() 1189 m_verifier->verifyInteger(m_testCtx, m_stencilFuncName, GL_ALWAYS); in test() 1192 const GLenum stencilfuncValues[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL}; in test() 1230 glStencilFunc(GL_ALWAYS, in test() [all...] |
H A D | es2fDepthStencilTests.cpp | 300 renderCmd.params.depthFunc = GL_ALWAYS; in generateBaseClearAndDepthCommands() 732 GL_ALWAYS, in randomDepthStencilState() 790 { "always", GL_ALWAYS }, 881 params.stencil[notVisible].function = GL_ALWAYS; 952 params.stencil[notVisible].function = GL_ALWAYS; 992 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; 1059 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS; 1117 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/ |
H A D | AlphaFuncTest.cpp | 69 glAlphaFunc(GL_ALWAYS, 0.0f); in TEST_P() 74 glAlphaFunc(GL_ALWAYS, 0.4f); in TEST_P() 85 glAlphaFunc(GL_ALWAYS, 0.0f); in TEST_P() 90 glAlphaFunc(GL_ALWAYS, 1.0f); in TEST_P()
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/third_party/skia/third_party/externals/dawn/src/dawn_native/opengl/ |
H A D | PersistentPipelineStateGL.h | 37 GLenum mStencilBackCompareFunction = GL_ALWAYS; 38 GLenum mStencilFrontCompareFunction = GL_ALWAYS;
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H A D | UtilsGL.cpp | 38 return GL_ALWAYS; in ToOpenGLCompareFunction()
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
H A D | DepthStencilTest.cpp | 233 glStencilFunc(GL_ALWAYS, 0x84, 0xFF); in prepareSingleEmulatedWithPacked() 342 glDepthFunc(GL_ALWAYS); in drawAndCompareDepth() 434 glStencilFunc(GL_ALWAYS, 0, 0xFF); in TEST_P() 449 glStencilFunc(GL_ALWAYS, 0, 0xFF); in TEST_P() 507 glStencilFunc(GL_ALWAYS, 0, 0xFF); in TEST_P() 563 glDepthFunc(GL_ALWAYS); in TEST_P() 566 glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); in TEST_P()
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H A D | ReadOnlyFeedbackLoopTest.cpp | 97 glDepthFunc(GL_ALWAYS); in TEST_P()
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H A D | MultisampledRenderToTextureTest.cpp | 1430 glDepthFunc(GL_ALWAYS); in TEST_P() 1433 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P() 1492 glDepthFunc(GL_ALWAYS); in TEST_P() 1493 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P() 2231 glDepthFunc(GL_ALWAYS); in TEST_P() 2234 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P() 2464 glDepthFunc(GL_ALWAYS); in TEST_P() 2467 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P() 2576 glDepthFunc(GL_ALWAYS); in TEST_P() 2579 glStencilFunc(GL_ALWAYS, in TEST_P() [all...] |
/third_party/mesa3d/src/mesa/main/ |
H A D | samplerobj.h | 142 STATIC_ASSERT(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER); in func_to_gallium() 144 assert(func <= GL_ALWAYS); in func_to_gallium()
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H A D | stencil.c | 90 case GL_ALWAYS: in validate_stencil_func() 575 ctx->Stencil.Function[0] = GL_ALWAYS; in _mesa_init_stencil() 576 ctx->Stencil.Function[1] = GL_ALWAYS; in _mesa_init_stencil() 577 ctx->Stencil.Function[2] = GL_ALWAYS; in _mesa_init_stencil()
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H A D | depth.c | 78 case GL_ALWAYS: in depth_func()
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/third_party/vk-gl-cts/modules/gles2/performance/ |
H A D | es2pStateChangeCallTests.cpp | 225 GL_ALWAYS, in init() 529 GL_ALWAYS, in init() 668 GL_ALWAYS, in init()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/ |
H A D | Clear11.cpp | 274 mDepthStencilStateKey.depthFunc = GL_ALWAYS; in ensureResourcesInitialized() 283 mDepthStencilStateKey.stencilFunc = GL_ALWAYS; in ensureResourcesInitialized() 287 mDepthStencilStateKey.stencilBackFunc = GL_ALWAYS; in ensureResourcesInitialized()
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/third_party/vk-gl-cts/modules/gles3/performance/ |
H A D | es3pStateChangeCallTests.cpp | 260 GL_ALWAYS, in init() 591 GL_ALWAYS, in init() 730 GL_ALWAYS, in init()
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