Home
last modified time | relevance | path

Searched refs:GL_DEPTH_ATTACHMENT (Results 1 - 25 of 120) sorted by relevance

12345

/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fFboApiTests.cpp84 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 Des3fFboStateQueryTests.cpp469 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 Des3fFboStencilbufferTests.cpp95 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()
H A Des3fFboInvalidateTests.cpp81 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 Des3fFboCompletenessTests.cpp245 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()
H A Des3fFboDepthbufferTests.cpp96 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()
/third_party/vk-gl-cts/modules/gles2/functional/
H A Des2fFboApiTest.cpp89 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 Des2fMultisampledRenderToTextureTests.cpp103 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthStencil); in iterate()
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DWebGLFramebufferTest.cpp65 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 DDepthStencilFormatsTest.cpp92 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 DDiscardFramebufferEXTTest.cpp57 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()
H A DReadOnlyFeedbackLoopTest.cpp83 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()
H A DVulkanPerformanceCounterTest.cpp488 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 DDepthStencilTest.cpp66 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()
/third_party/skia/third_party/externals/angle2/src/tests/test_utils/
H A DMultiviewTest.cpp122 glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0, in CreateMultiviewBackingTextures()
195 glFramebufferTextureMultiviewOVR(target, GL_DEPTH_ATTACHMENT, depthTexture, 0, in AttachMultiviewTextures()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
H A DClearMultiviewGL.cpp152 mFunctions->framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, in attachTextures()
193 mFunctions->framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0, 0); in detachTextures()
/third_party/vk-gl-cts/external/openglcts/modules/common/
H A DglcPackedDepthStencilTests.cpp508 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 DesextcGeometryShaderLayeredFBO.cpp148 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()
/third_party/vk-gl-cts/modules/glshared/
H A DglsFboCompletenessTests.cpp904 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()
/third_party/vk-gl-cts/external/openglcts/modules/glesext/texture_cube_map_array/
H A DesextcTextureCubeMapArrayColorDepthAttachments.cpp218 * 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()
/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/
H A DClearPerf.cpp145 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRbo); in drawBenchmark()
H A DBlitFramebufferPerf.cpp85 return GL_DEPTH_ATTACHMENT; in BufferTypeAttachment()
H A DMultiviewPerf.cpp244 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, in initializeBenchmark()
262 glFramebufferTextureMultiviewOVR(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0, in initializeBenchmark()
/third_party/vk-gl-cts/external/openglcts/modules/gles31/
H A Des31cTextureStorageMultisampleDependenciesTests.cpp650 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()
/third_party/skia/third_party/externals/angle2/src/libANGLE/
H A DFramebuffer.cpp421 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()

Completed in 30 milliseconds

12345