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Searched refs:GL_DEPTH_STENCIL (Results 1 - 25 of 109) sorted by relevance

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/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fFboStencilbufferTests.cpp103 glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0); in render()
151 DE_ASSERT(m_attachDepth != GL_DEPTH_STENCIL || m_attachStencil == GL_NONE); in DepthStencilAttachCase()
161 const bool hasDepth = (m_attachDepth == GL_DEPTH_STENCIL || m_attachDepth == GL_DEPTH_ATTACHMENT); in render()
162 // const bool hasStencil = (m_attachDepth == GL_DEPTH_STENCIL || m_attachStencil == GL_DEPTH_STENCIL_ATTACHMENT); in render()
200 glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0); in render()
/third_party/mesa3d/src/mesa/main/
H A Dglformats.c514 if (format == GL_DEPTH_STENCIL) in _mesa_bytes_per_pixel()
621 case GL_DEPTH_STENCIL: in _mesa_is_enum_format_unsized()
1619 if (base_format == GL_DEPTH_STENCIL || in _mesa_base_format_has_channel()
1628 if (base_format == GL_DEPTH_STENCIL || in _mesa_base_format_has_channel()
1803 if (_mesa_is_desktop_gl(ctx) && format == GL_DEPTH_STENCIL in _mesa_error_check_format_and_type()
1867 if (format != GL_DEPTH_STENCIL) { in _mesa_error_check_format_and_type()
1876 if (format != GL_DEPTH_STENCIL) { in _mesa_error_check_format_and_type()
2070 case GL_DEPTH_STENCIL: in _mesa_error_check_format_and_type()
2230 case GL_DEPTH_STENCIL: in _mesa_es_error_check_format_and_type()
2355 case GL_DEPTH_STENCIL in _mesa_base_tex_format()
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H A Dformats.c50 * GL_DEPTH_COMPONENT, GL_STENCIL_INDEX, GL_DEPTH_STENCIL.
316 * GL_YCBCR_MESA, GL_DEPTH_COMPONENT, GL_STENCIL_INDEX, GL_DEPTH_STENCIL.
543 return info->BaseFormat == GL_DEPTH_STENCIL; in _mesa_is_format_packed_depth_stencil()
556 info->BaseFormat != GL_DEPTH_STENCIL && in _mesa_is_format_integer_color()
612 case GL_DEPTH_STENCIL: in _mesa_is_format_color_format()
789 info->BaseFormat != GL_DEPTH_STENCIL && in _mesa_format_has_color_component()
H A Dtexobj.h145 img->_BaseFormat == GL_DEPTH_STENCIL)) && in _mesa_is_texture_complete()
H A Dtexstore.c545 assert(srcFormat == GL_DEPTH_STENCIL || in _mesa_texstore_z32f_x24s8()
548 assert(srcFormat != GL_DEPTH_STENCIL || in _mesa_texstore_z32f_x24s8()
837 case GL_DEPTH_STENCIL: in _mesa_texstore_needs_transfer_ops()
887 baseInternalFormat == GL_DEPTH_STENCIL) && in _mesa_texstore_can_use_memcpy()
960 && _mesa_get_format_base_format(texFormat) == GL_DEPTH_STENCIL) in get_read_write_mode()
H A Ddebug.c317 else if (rb->_BaseFormat == GL_DEPTH_STENCIL) { in _mesa_write_renderbuffer_image()
318 format = GL_DEPTH_STENCIL; in _mesa_write_renderbuffer_image()
/third_party/vk-gl-cts/external/openglcts/modules/common/
H A DglcPackedPixelsTests.cpp156 { GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT, SAMPLER_UNORM, { { 0, 0, 0, 0, 0, 0,24, 8, 0 } }, 0 },
226 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, SAMPLER_UNORM, { { 0, 0, 0, 0, 0, 0,24, 8, 0 } }, FLAG_REQ_RBO },
227 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, SAMPLER_FLOAT, { { 0, 0, 0, 0, 0, 0,32, 8, 0 } }, FLAG_PACKED|FLAG_REQ_RBO },
299 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, SAMPLER_UNORM, { { 0, 0, 0, 0, 0, 0,24, 8, 0 } }, FLAG_REQ_RBO },
300 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCI
[all...]
H A DglcPackedDepthStencilTests.cpp506 gl.texImage2D(GL_TEXTURE_2D, 0, m_typeFormat.format, TEX_SIZE, TEX_SIZE, 0, GL_DEPTH_STENCIL, m_typeFormat.type, in createTextures()
515 gl.texImage2D(GL_TEXTURE_2D, 0, m_typeFormat.format, TEX_SIZE, TEX_SIZE, 0, GL_DEPTH_STENCIL, m_typeFormat.type, in createTextures()
525 gl.texImage2D(GL_TEXTURE_2D, 0, m_typeFormat.format, TEX_SIZE, TEX_SIZE, 0, GL_DEPTH_STENCIL, m_typeFormat.type, in createTextures()
536 gl.texImage2D(GL_TEXTURE_2D, 0, m_typeFormat.format, TEX_SIZE, TEX_SIZE, 0, GL_DEPTH_STENCIL, m_typeFormat.type, in createTextures()
547 gl.texImage2D(GL_TEXTURE_2D, 0, m_typeFormat.format, TEX_SIZE, TEX_SIZE, 0, GL_DEPTH_STENCIL, m_typeFormat.type, in createTextures()
1366 gl.readPixels(0, 0, TEX_SIZE, TEX_SIZE, GL_DEPTH_STENCIL, m_typeFormat.type, &data[0]); in checkErrors()
1372 gl.readPixels(0, 0, TEX_SIZE, TEX_SIZE, GL_DEPTH_STENCIL, m_typeFormat.type, &data[0]); in checkErrors()
1388 gl.readPixels(0, 0, TEX_SIZE, TEX_SIZE, GL_DEPTH_STENCIL, m_nonDepthStencilTypes[i], &data[0]); in checkErrors()
1416 gl.readPixels(0, 0, TEX_SIZE, TEX_SIZE, GL_DEPTH_STENCIL, m_typeFormat.type, &data[0]); in checkErrors()
1442 gl.getTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_ in checkErrors()
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H A DglcTextureRepeatModeTests.cpp247 { GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT, SAMPLER_UNORM, { { 0, 0, 0, 0, 0, 0,24, 8, NO_FLAG } }, NO_FLAG },
331 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, SAMPLER_UNORM, { { 0, 0, 0, 0, 0, 0,24, 8, NO_FLAG } }, FLAG_REQ_RBO },
332 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, SAMPLER_FLOAT, { { 0, 0, 0, 0, 0, 0,32, 8, NO_FLAG } }, FLAG_PACKED|FLAG_REQ_RBO },
419 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, SAMPLER_UNORM, { { 0, 0, 0, 0, 0, 0,24, 8, NO_FLAG } }, FLAG_REQ_RBO },
420 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCI
[all...]
H A DglcInternalformatTests.cpp351 if (format == GL_DEPTH_STENCIL || format == GL_DEPTH_COMPONENT) in prepareTexturingProgramSources()
377 if ((internalFormat == GL_DEPTH_COMPONENT) || (internalFormat == GL_DEPTH_STENCIL)) in prepareTexturingProgramSources()
443 return GL_DEPTH_STENCIL; in getUnsizedFormatFromInternalFormat()
819 formatMap[GL_DEPTH_STENCIL] = TextureFormat(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL); in iterate()
827 formatMap[GL_DEPTH_STENCIL] = in iterate()
828 TextureFormat(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH24_STENCIL8_OES); in iterate()
1575 TF(GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL, OES_packed_depth_stenci in getESTestData()
[all...]
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DWebGLFramebufferTest.cpp142 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height); 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()
332 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height); in testDepthStencilRenderbuffer()
345 EXPECT_EQ(GL_DEPTH_STENCIL, getRenderbufferParameter(GL_RENDERBUFFER_INTERNAL_FORMAT)); in testDepthStencilRenderbuffer()
367 // GL_DEPTH_STENCIL renderbuffer format is only valid for WebGL1 in TEST_P()
392 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height); in TEST_P()
522 tryDepth(&depthBuffer, depthFormat, depthAttachment, GL_DEPTH_STENCIL, in checkValidColorDepthCombination()
731 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, size, size); in NoColorFB()
H A DDepthStencilFormatsTest.cpp360 if (hasReadDepthSupport() && type.format != GL_DEPTH_STENCIL) in depthStencilReadbackCase()
444 GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8_OES, fakeData, 24, 8}; in TEST_P()
515 {GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8_OES, fakeData, 24, 8}, in TEST_P()
910 glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, getWindowWidth(), getWindowHeight(), 0, in TEST_P()
911 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8_OES, depthStencilData.data()); in TEST_P()
1207 glTexImage2D(GL_TEXTURE_2D, mipLevel, GL_DEPTH_STENCIL, size, size, 0, GL_DEPTH_STENCIL, in TEST_P()
H A DTextureUploadFormatTest.cpp237 case GL_DEPTH_STENCIL: in TEST_P()
439 fnTest({GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, {1, 0, 0, 0}); in TEST_P()
619 fnTest({GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV}, in TEST_P()
/third_party/skia/third_party/externals/angle2/src/libANGLE/
H A Dformat_map_autogen.cpp313 case GL_DEPTH_STENCIL: in GetSizedFormatInternal()
598 case GL_DEPTH_STENCIL: in ValidES3Format()
810 case GL_DEPTH_STENCIL: in ValidES3FormatCombination()
828 case GL_DEPTH_STENCIL: in ValidES3FormatCombination()
H A Dformat_map_desktop.cpp25 case GL_DEPTH_STENCIL: in ValidDesktopFormat()
H A DFramebuffer.cpp440 case GL_DEPTH_STENCIL: in getAttachment()
1646 ASSERT(buffer == GL_DEPTH_STENCIL); in clearBufferfi()
1647 ANGLE_TRY(mImpl->clearBufferfi(context, GL_DEPTH_STENCIL, drawbuffer, depth, stencil)); in clearBufferfi()
1827 case GL_DEPTH_STENCIL: in setAttachment()
1954 case GL_DEPTH_STENCIL: in setAttachmentImpl()
2482 case GL_DEPTH_STENCIL: in markBufferInitialized()
2553 case GL_DEPTH_STENCIL:
2590 case GL_DEPTH_STENCIL:
/third_party/mesa3d/src/mesa/state_tracker/
H A Dst_cb_drawpixels.c363 case GL_DEPTH_STENCIL: in internal_format()
1014 if (format == GL_DEPTH_STENCIL) { in draw_stencil_pixels()
1049 if (format == GL_DEPTH_STENCIL) { in draw_stencil_pixels()
1067 if (format == GL_DEPTH_STENCIL) { in draw_stencil_pixels()
1085 if (format == GL_DEPTH_STENCIL) { in draw_stencil_pixels()
1310 if (format == GL_DEPTH_STENCIL) in st_DrawPixels()
1583 } else if (type == GL_DEPTH || type == GL_DEPTH_STENCIL) { in blit_copy_pixels()
1641 if (type == GL_DEPTH_STENCIL) in blit_copy_pixels()
1699 if (type == GL_DEPTH_STENCIL && in st_CopyPixels()
1748 } else if (type == GL_DEPTH_STENCIL) { in st_CopyPixels()
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H A Dst_sampler_view.c388 case GL_DEPTH_STENCIL: in compute_texture_format_swizzle()
445 baseFormat == GL_DEPTH_STENCIL || in get_texture_format_swizzle()
450 firstImage->InternalFormat != GL_DEPTH_STENCIL && in get_texture_format_swizzle()
521 baseFormat == GL_DEPTH_STENCIL || in st_get_sampler_view_format()
H A Dst_cb_readpixels.c445 if (format == GL_DEPTH_STENCIL) { in st_ReadPixels()
473 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL) in st_ReadPixels()
H A Dst_cb_texture.c1056 case GL_DEPTH_STENCIL: in st_get_blit_mask()
1058 case GL_DEPTH_STENCIL: in st_get_blit_mask()
1071 case GL_DEPTH_STENCIL: in st_get_blit_mask()
1081 case GL_DEPTH_STENCIL: in st_get_blit_mask()
1958 if (format == GL_DEPTH_STENCIL) { in st_TexSubImage()
1971 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL) in st_TexSubImage()
2449 if (format == GL_DEPTH_STENCIL || format == GL_STENCIL_INDEX) { in st_GetTexSubImage()
2464 if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL) in st_GetTexSubImage()
2593 baseFormat == GL_DEPTH_STENCIL) && in fallback_copy_texsubimage()
2609 baseFormat == GL_DEPTH_STENCIL) { in fallback_copy_texsubimage()
[all...]
/third_party/vk-gl-cts/external/openglcts/modules/glesext/geometry_shader/
H A DesextcGeometryShaderLayeredFramebuffer.cpp1307 TEXTURE_DEPTH, 0 /* border */, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL); in iterate()
1310 TEXTURE_WIDTH, TEXTURE_HEIGHT, 1 /* depth */, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, in iterate()
1313 TEXTURE_WIDTH, TEXTURE_HEIGHT, 1 /* depth */, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, in iterate()
1316 TEXTURE_WIDTH, TEXTURE_HEIGHT, 1 /* depth */, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, in iterate()
1319 TEXTURE_WIDTH, TEXTURE_HEIGHT, 1 /* depth */, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, in iterate()
/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/
H A DBlitFramebufferPerf.cpp218 glClearBufferfi(GL_DEPTH_STENCIL, 0, 0.5f, 1); in drawBenchmark()
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/common/
H A DImage.cpp51 case GL_DEPTH_STENCIL: in IsUnsizedInternalFormat()
133 case GL_DEPTH32F_STENCIL8: return GL_DEPTH_STENCIL; in GetBaseInternalFormat()
134 case GL_DEPTH24_STENCIL8: return GL_DEPTH_STENCIL; in GetBaseInternalFormat()
287 case GL_DEPTH_STENCIL: in GetSizedInternalFormat()
500 case GL_DEPTH_STENCIL: in ComputePixelSize()
1584 case GL_DEPTH_STENCIL: in loadImageData()
/third_party/skia/third_party/externals/angle2/src/tests/test_utils/
H A DMultiviewTest.cpp155 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, textureData.data()); in CreateMultiviewBackingTextures()
/third_party/vk-gl-cts/external/openglcts/modules/glesext/texture_cube_map_array/
H A DesextcTextureCubeMapArrayStencilAttachments.cpp543 GL_DEPTH_STENCIL, /* format */ in createImmutableCubeArrayStencil()
590 GL_DEPTH_STENCIL, /* format */ in createMutableCubeArrayStencil()

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