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Searched refs:GL_DEPTH_BUFFER_BIT (Results 1 - 25 of 202) sorted by relevance

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/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fFboInvalidateTests.cpp61 if (discardBufferBits & GL_DEPTH_BUFFER_BIT) in getDefaultFBDiscardAttachments()
78 if ((discardBufferBits & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) == (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in getFBODiscardAttachments()
80 else if (discardBufferBits & GL_DEPTH_BUFFER_BIT) in getFBODiscardAttachments()
152 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
177 if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0) in render()
226 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
269 if ((m_buffers & GL_DEPTH_BUFFER_BIT) != 0) in render()
318 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
384 glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BI in render()
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H A Des3fFboRenderTest.cpp95 deUint32 buffers; //!< Buffer bit mask (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|...)
126 if (buffers & GL_DEPTH_BUFFER_BIT) in getName()
131 if (buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in getName()
284 if (m_config.buffers & (GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT)) in Framebuffer()
297 deUint32 bit = ndx ? GL_STENCIL_BUFFER_BIT : GL_DEPTH_BUFFER_BIT; in Framebuffer()
452 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
476 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
562 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
669 context.clear(GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
675 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BI in render()
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H A Des3fDepthTests.cpp150 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
163 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
215 context.clear(GL_DEPTH_BUFFER_BIT); in render()
H A Des3fDepthStencilClearTests.cpp264 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break; in generateClears()
266 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears()
270 clear->clearMask = GL_DEPTH_BUFFER_BIT; in generateClears()
290 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL()
424 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DOcclusionQueriesTest.cpp50 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
95 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
130 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
139 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
145 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
155 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
161 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
167 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
431 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
443 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BI in TEST_P()
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H A DBlitFramebufferANGLETest.cpp326 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in multisampleTestHelper()
398 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
429 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
455 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
473 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
490 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
514 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
543 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
553 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
580 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BI in TEST_P()
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H A DMultiDrawTest.cpp310 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in DoDrawArrays()
338 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in DoDrawElements()
633 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
642 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
649 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
660 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
676 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
739 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
748 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
755 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
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H A DReadOnlyFeedbackLoopTest.cpp32 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
91 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
126 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
H A DTimerQueriesTest.cpp107 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
120 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
202 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
305 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
438 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
504 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
H A DDrawBaseVertexBaseInstanceTest.cpp310 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawArraysInstancedBaseInstance()
322 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doMultiDrawArraysInstancedBaseInstance()
342 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawElementsInstancedBaseVertexBaseInstance()
361 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawArraysBaseInstanceReset()
367 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doDrawElementsBaseVertexBaseInstanceReset()
374 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in doMultiDrawElementsInstancedBaseVertexBaseInstance()
H A DDepthStencilFormatsTest.cpp102 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer()
122 glClear(GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer()
327 GLbitfield clearBits = GL_DEPTH_BUFFER_BIT; in depthStencilReadbackCase()
670 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
673 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
676 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
679 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
690 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
754 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
1034 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
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H A DDepthStencilTest.cpp180 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked()
193 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked()
215 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked()
291 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
333 glClear(GL_DEPTH_BUFFER_BIT); in clearAndCompareDepth()
H A DPointSpritesTest.cpp84 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in testPointCoordAndPointSizeCompliance()
311 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
354 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
511 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
H A DClearTest.cpp531 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
549 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
599 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
609 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
732 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
740 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
1255 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
1691 glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | in maskedScissoredColorDepthStencilClear()
1722 glClear((clearColor ? GL_COLOR_BUFFER_BIT : 0) | (clearDepth ? GL_DEPTH_BUFFER_BIT : 0) | in maskedScissoredColorDepthStencilClear()
1883 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BI in TEST_P()
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/third_party/mesa3d/src/mesa/main/
H A Ddepth.c52 ctx->PopAttribState |= GL_DEPTH_BUFFER_BIT; in _mesa_ClearDepth()
87 FLUSH_VERTICES(ctx, 0, GL_DEPTH_BUFFER_BIT); in depth_func()
130 FLUSH_VERTICES(ctx, 0, GL_DEPTH_BUFFER_BIT); in _mesa_DepthMask()
160 FLUSH_VERTICES(ctx, 0, GL_DEPTH_BUFFER_BIT); in _mesa_DepthBoundsEXT()
H A Dblit.c363 const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT | in do_blit_framebuffer()
573 if (mask & GL_DEPTH_BUFFER_BIT) in do_blit_framebuffer()
593 if (mask & GL_DEPTH_BUFFER_BIT) { in do_blit_framebuffer()
652 GL_DEPTH_BUFFER_BIT | in blit_framebuffer()
683 if ((mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) in blit_framebuffer()
784 if (mask & GL_DEPTH_BUFFER_BIT) { in blit_framebuffer()
797 mask &= ~GL_DEPTH_BUFFER_BIT; in blit_framebuffer()
/third_party/skia/third_party/externals/angle2/samples/tex_redef_microbench/
H A DTexRedefMicroBench.cpp162 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
201 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
219 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/
H A DPointSpriteTest.cpp74 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
80 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
/third_party/vk-gl-cts/modules/gles2/functional/
H A Des2fFboRenderTest.cpp588 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
612 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
675 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
793 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
890 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
976 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1031 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1151 ctx.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1254 context.clear(GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in render()
1260 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BI in render()
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H A Des2fDepthTests.cpp147 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
160 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
212 context.clear(GL_DEPTH_BUFFER_BIT); in render()
H A Des2fDepthStencilClearTests.cpp261 case 0: clear->clearMask = GL_DEPTH_BUFFER_BIT; break; in generateClears()
263 case 2: clear->clearMask = GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT; break; in generateClears()
267 clear->clearMask = GL_DEPTH_BUFFER_BIT; in generateClears()
287 gl.clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderGL()
421 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
/third_party/mesa3d/src/gallium/targets/osmesa/
H A Dtest-render.cpp189 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST()
200 glClear(GL_DEPTH_BUFFER_BIT); in TEST()
211 glClear(GL_DEPTH_BUFFER_BIT); in TEST()
/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/
H A DBlitFramebufferPerf.cpp51 return GL_DEPTH_BUFFER_BIT; in BufferTypeMask()
55 return (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in BufferTypeMask()
/third_party/vk-gl-cts/modules/gles3/performance/
H A Des3pDepthTests.cpp583 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in iterate()
806 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
813 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
866 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in calibrate()
947 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in calibrate()
984 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
994 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
1008 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
1025 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in renderSample()
1710 gl.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BI in renderSample()
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/third_party/skia/third_party/externals/angle2/src/tests/test_utils/
H A DMultiviewTest.cpp124 glClear(GL_DEPTH_BUFFER_BIT); in CreateMultiviewBackingTextures()
149 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in CreateMultiviewBackingTextures()

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