/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fFboApiTests.cpp | 84 case GL_DEPTH_ATTACHMENT: return "GL_DEPTH_ATTACHMENT"; in getAttachmentName() 176 GL_DEPTH_ATTACHMENT, in validTex2DAttachmentsTest() 195 GL_DEPTH_ATTACHMENT, in validTexCubeAttachmentsTest() 228 GL_DEPTH_ATTACHMENT, in validRboAttachmentsTest() 257 context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); in attachToDefaultFramebufferTest() 301 context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER, rbo); in invalidRboAttachmentTest() 353 GL_DEPTH_ATTACHMENT, in attachmentQueryEmptyFboTest() 390 ctx.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 2, 0); in attachmentQueryTexCubeTest() 392 checkFboAttachmentParam(testCtx, ctx, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYP in attachmentQueryTexCubeTest() [all...] |
H A D | es3fFboStateQueryTests.cpp | 469 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbufferID); in test() 472 checkAttachmentParam(m_testCtx, *this, GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, GL_LINEAR); in test() 677 { GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT, 16, 0 }, in test() 678 { GL_DEPTH_COMPONENT24, GL_DEPTH_ATTACHMENT, 24, 0 }, in test() 679 { GL_DEPTH_COMPONENT32F, GL_DEPTH_ATTACHMENT, 32, 0 }, in test() 824 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbufferID); in test() 827 checkAttachmentParam(m_testCtx, *this, GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, GL_LINEAR); in test() 936 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbufferID); in testDepthAttachment() 939 checkAttachmentComponentSizeExactly (m_testCtx, *this, GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0, 0, 0, 0, 0); in testDepthAttachment() 942 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFE in testDepthAttachment() [all...] |
H A D | es3fFboStencilbufferTests.cpp | 95 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); in render() 149 DE_ASSERT(m_attachDepth == GL_DEPTH_ATTACHMENT || m_attachDepth == GL_DEPTH_STENCIL_ATTACHMENT || m_attachDepth == GL_NONE); in DepthStencilAttachCase() 161 const bool hasDepth = (m_attachDepth == GL_DEPTH_STENCIL || m_attachDepth == GL_DEPTH_ATTACHMENT); in render() 277 attachGroup->addChild(new DepthStencilAttachCase(m_context, "depth_only", "Only depth part of depth-stencil RBO attached", GL_DEPTH_ATTACHMENT, GL_NONE)); in init() 279 attachGroup->addChild(new DepthStencilAttachCase(m_context, "depth_stencil_separate", "Depth and stencil attached separately", GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT)); in init()
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H A D | es3fFboInvalidateTests.cpp | 81 attachments.push_back(GL_DEPTH_ATTACHMENT); in getFBODiscardAttachments() 493 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); in render() 613 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0); in render() 741 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); in render() 864 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); in render() 978 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthStencilTex, 0); in render() 1128 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); in render() 1218 const bool isDepthDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_DEPTH_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); in render() 1239 glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencilRbo); in render() 1524 static const deUint32 allAttachments[] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMEN in init() [all...] |
H A D | es3fFboCompletenessTests.cpp | 245 if (attPoint == GL_DEPTH_ATTACHMENT || attPoint == GL_STENCIL_ATTACHMENT) in check() 261 ImageFormat depthFormat = attPoint == GL_DEPTH_ATTACHMENT ? image->internalFormat : m_depthStencilFormat; in check() 418 GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_DEPTH_ATTACHMENT, in build()
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H A D | es3fFboDepthbufferTests.cpp | 96 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRbo); in render() 188 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in render() 274 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in render()
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/third_party/vk-gl-cts/modules/gles2/functional/ |
H A D | es2fFboApiTest.cpp | 89 case GL_DEPTH_ATTACHMENT: return "GL_DEPTH_ATTACHMENT"; in getAttachmentName() 201 GL_DEPTH_ATTACHMENT, in validTex2DAttachmentsTest() 220 GL_DEPTH_ATTACHMENT, in validTexCubeAttachmentsTest() 253 GL_DEPTH_ATTACHMENT, in validRboAttachmentsTest() 282 context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo); in attachToDefaultFramebufferTest() 326 context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER, rbo); in invalidRboAttachmentTest() 378 GL_DEPTH_ATTACHMENT, in attachmentQueryEmptyFboTest() 405 GL_DEPTH_ATTACHMENT, in es3AttachmentQueryEmptyFboTest() 442 ctx.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_NEGATIVE_ in attachmentQueryTexCubeTest() [all...] |
H A D | es2fMultisampledRenderToTextureTests.cpp | 103 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencil); in iterate()
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
H A D | WebGLFramebufferTest.cpp | 65 attachment0 == GL_DEPTH_ATTACHMENT || attachment0 == GL_DEPTH_STENCIL_ATTACHMENT || in checkBufferBits() 66 attachment1 == GL_DEPTH_ATTACHMENT || attachment1 == GL_DEPTH_STENCIL_ATTACHMENT; in checkBufferBits() 132 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); in TEST_P() 135 checkBufferBits(GL_DEPTH_ATTACHMENT, GL_NONE); in TEST_P() 136 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); in TEST_P() 244 {GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT}, in testDepthStencilDepthStencil() 245 {GL_DEPTH_STENCIL, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH_COMPONENT16, GL_DEPTH_ATTACHMENT}}; in testDepthStencilDepthStencil() 403 testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &depthBuffer, in TEST_P() 419 testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, &stencilBuffer, in TEST_P() 431 testAttachment(width, height, &colorBuffer, GL_DEPTH_ATTACHMENT, in TEST_P() [all...] |
H A D | DepthStencilFormatsTest.cpp | 92 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbDepth); in verifyDepthRenderBuffer() 277 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0); in depthStencilReadbackCase() 412 GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, fakeData, 16, 0}; in TEST_P() 424 GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, fakeData, 16, 0}; in TEST_P() 435 ReadbackTestParam type = {GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, GL_FLOAT, fakeData, 32, 0}; in TEST_P() 513 {GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, fakeData, 16, 0}, in TEST_P() 514 {GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, fakeData, 16, 0}, in TEST_P() 610 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0); in TEST_P() 740 // and you try to call glFramebufferTexture2D with GL_DEPTH_ATTACHMENT? in TEST_P() 746 if (type.attachment == GL_DEPTH_ATTACHMENT) in TEST_P() [all...] |
H A D | DiscardFramebufferEXTTest.cpp | 57 const GLenum discards6[] = {GL_DEPTH_ATTACHMENT}; in TEST_P() 108 const GLenum discards6[] = {GL_DEPTH_ATTACHMENT}; in TEST_P() 182 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); in TEST_P() 230 GLenum discards = GL_DEPTH_ATTACHMENT; in TEST_P()
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H A D | ReadOnlyFeedbackLoopTest.cpp | 83 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); in TEST_P() 122 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex, 0); in TEST_P()
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H A D | VulkanPerformanceCounterTest.cpp | 488 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P() 493 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P() 566 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}; in TEST_P() 617 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}; in TEST_P() 670 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}; in TEST_P() 718 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}; in TEST_P() 756 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}; in TEST_P() 796 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}; in TEST_P() 839 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT}; in TEST_P() 889 const GLenum discards[] = {GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMEN in TEST_P() [all...] |
H A D | DepthStencilTest.cpp | 66 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 370 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0); in TEST_P() 374 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, in TEST_P()
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/third_party/skia/third_party/externals/angle2/src/tests/test_utils/ |
H A D | MultiviewTest.cpp | 122 glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, in CreateMultiviewBackingTextures() 195 glFramebufferTextureMultiviewOVR(target, GL_DEPTH_ATTACHMENT, depthTexture, 0, in AttachMultiviewTextures()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/ |
H A D | ClearMultiviewGL.cpp | 152 mFunctions->framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, in attachTextures() 193 mFunctions->framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0, 0); in detachTextures()
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/third_party/vk-gl-cts/external/openglcts/modules/common/ |
H A D | glcPackedDepthStencilTests.cpp | 508 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[packedTexImage], 0); in createTextures() 517 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[packedTexRender], 0); in createTextures() 527 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[packedTexRenderInitStencil], in createTextures() 538 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[packedTexRenderDepthStep], in createTextures() 549 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[packedTexRenderStencilStep], in createTextures() 1408 GLenum attachmentType = (i == 0) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT; in checkErrors() 1514 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_textures[packedTexImage], 0); in checkErrors() 1727 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0); in iterate() 1842 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo[1]); in iterate() 2002 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFE in iterate() [all...] |
/third_party/vk-gl-cts/external/openglcts/modules/glesext/geometry_shader/ |
H A D | esextcGeometryShaderLayeredFBO.cpp | 148 pGLFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, to_id_a_prim, 0); /* level */ in initFBOs() 175 pGLFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, to_id_a_prim, 0); /* level */ in initFBOs() 459 gl.getFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, in iterate() 506 gl.getFramebufferAttachmentParameteriv(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, in iterate()
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/third_party/vk-gl-cts/modules/glshared/ |
H A D | glsFboCompletenessTests.cpp | 904 builder.glAttach(GL_DEPTH_ATTACHMENT, att); in makeDepthAndStencil() 913 attachTargetToNew(GL_DEPTH_ATTACHMENT, m_params.depthKind, ImageFormat::none(), in makeDepthAndStencil() 975 attachTargetToNew(GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, ImageFormat::none(), in build() 999 { GL_DEPTH_ATTACHMENT, "depth", "Tests for depth attachments" }, in createRenderableTests()
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/third_party/vk-gl-cts/external/openglcts/modules/glesext/texture_cube_map_array/ |
H A D | esextcTextureCubeMapArrayColorDepthAttachments.cpp | 218 * the test-maintained FBO; false to use GL_DEPTH_ATTACHMENT 234 attachment = GL_DEPTH_ATTACHMENT; in configureLayeredFramebufferAttachment() 252 * the test-maintained FBO; false to use GL_DEPTH_ATTACHMENT 273 attachment_type = GL_DEPTH_ATTACHMENT; in configureNonLayeredFramebufferAttachment() 786 attachment = GL_DEPTH_ATTACHMENT; in releaseAndDetachTextureObject()
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/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/ |
H A D | ClearPerf.cpp | 145 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRbo); in drawBenchmark()
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H A D | BlitFramebufferPerf.cpp | 85 return GL_DEPTH_ATTACHMENT; in BufferTypeAttachment()
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H A D | MultiviewPerf.cpp | 244 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, in initializeBenchmark() 262 glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0, in initializeBenchmark()
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/third_party/vk-gl-cts/external/openglcts/modules/gles31/ |
H A D | es31cTextureStorageMultisampleDependenciesTests.cpp | 650 gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, in iterate() 667 gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, /* texture */ in iterate() 1318 (is_depth_stencil_renderable) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT; in iterate() 1467 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; in iterate() 1622 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; in iterate() 1778 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; in iterate() 2098 attachment_type = GL_DEPTH_ATTACHMENT; in iterate()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/ |
H A D | Framebuffer.cpp | 421 case GL_DEPTH_ATTACHMENT: in getAttachment() 1834 case GL_DEPTH_ATTACHMENT: in setAttachment() 1906 setAttachmentImpl(context, depth.type(), GL_DEPTH_ATTACHMENT, in commitWebGL1DepthStencilIfConsistent() 1915 setAttachmentImpl(context, GL_NONE, GL_DEPTH_ATTACHMENT, ImageIndex(), nullptr, numViews, in commitWebGL1DepthStencilIfConsistent() 1924 setAttachmentImpl(context, depthStencil.type(), GL_DEPTH_ATTACHMENT, in commitWebGL1DepthStencilIfConsistent() 1935 setAttachmentImpl(context, GL_NONE, GL_DEPTH_ATTACHMENT, ImageIndex(), nullptr, numViews, in commitWebGL1DepthStencilIfConsistent() 1965 case GL_DEPTH_ATTACHMENT: in setAttachmentImpl()
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