/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() 68 attachment0 == GL_STENCIL_ATTACHMENT || attachment0 == GL_DEPTH_STENCIL_ATTACHMENT || in checkBufferBits() 69 attachment1 == GL_STENCIL_ATTACHMENT || attachment1 == GL_DEPTH_STENCIL_ATTACHMENT; in checkBufferBits() 143 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 147 checkBufferBits(GL_DEPTH_STENCIL_ATTACHMENT, GL_NONE); 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() 359 testAttachment(width, height, colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, &depthStencilBuffer, in testDepthStencilRenderbuffer() 411 testAttachment(width, height, &colorBuffer, GL_DEPTH_STENCIL_ATTACHMENT, in TEST_P() [all...] |
H A D | VulkanPerformanceCounterTest.cpp | 71 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in setupClearAndDrawForInvalidateTest() 1341 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, in TEST_P() 1366 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); in TEST_P() 1378 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, in TEST_P() 1536 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 1621 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 1690 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 1883 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth, 0); in TEST_P() 1998 glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, in TEST_P() 2129 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFE in TEST_P() [all...] |
H A D | MultisampledRenderToTextureTest.cpp | 302 glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in TEST_P() 604 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in createAndAttachDepthStencilAttachment() 612 glFramebufferTexture2DMultisampleEXT(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in createAndAttachDepthStencilAttachment() 1416 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2127 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2222 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2336 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2355 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2450 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2485 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFE in TEST_P() [all...] |
H A D | ClearTest.cpp | 723 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 853 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 1107 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 1233 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 1901 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth); in TEST_P() 2044 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2074 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2131 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2190 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 2228 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFE in TEST_P() [all...] |
H A D | DepthStencilFormatsTest.cpp | 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() 739 // Note: What happens if current attachment type is GL_DEPTH_STENCIL_ATTACHMENT in TEST_P() 750 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, in TEST_P() 847 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, in TEST_P() 921 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, in TEST_P()
|
H A D | DepthStencilTest.cpp | 284 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth, 0); in TEST_P() 556 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P()
|
H A D | WebGLCompatibilityTest.cpp | 330 // WebGL 1 allows GL_DEPTH_STENCIL_ATTACHMENT as a valid binding point. Make sure it is usable, 340 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TEST_P() 1457 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in TestDifferentStencilMaskAndRef() 3975 // Verify GL_DEPTH_STENCIL_ATTACHMENT is a valid attachment point. 3987 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0); in TEST_P() 3990 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in TEST_P() 3999 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in TEST_P() 4027 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb2); in TEST_P() 4029 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in TEST_P() 4485 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFE in TEST_P() [all...] |
/third_party/skia/third_party/externals/angle2/src/tests/test_utils/ |
H A D | MultiviewTest.cpp | 147 glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in CreateMultiviewBackingTextures() 200 glFramebufferTextureMultiviewOVR(target, GL_DEPTH_STENCIL_ATTACHMENT, depthStencilTexture, in AttachMultiviewTextures()
|
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/ |
H A D | ClearMultiviewGL.cpp | 142 mFunctions->framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in attachTextures() 188 mFunctions->framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0, 0, in detachTextures()
|
/third_party/vk-gl-cts/external/openglcts/modules/common/ |
H A D | glcFramebufferCompleteness.cpp | 592 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, context.texIds[0], 0); 599 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, context.texIds[2], 0); 666 context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 709 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 723 context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 744 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 814 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, 823 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, 832 context.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 852 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPL [all...] |
H A D | glcPackedDepthStencilTests.cpp | 1193 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, texture, 0); in doReadPixels() 2015 gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in iterate() 2128 gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, in iterate() 2146 gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, pname, ¶m); in iterate() 2152 gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, pname, ¶m); in iterate() 2210 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); in iterate() 2375 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, 0); in iterate() 2518 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]); in iterate() 2523 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[1]); in iterate()
|
/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fFboStencilbufferTests.cpp | 149 DE_ASSERT(m_attachDepth == GL_DEPTH_ATTACHMENT || m_attachDepth == GL_DEPTH_STENCIL_ATTACHMENT || m_attachDepth == GL_NONE); in DepthStencilAttachCase() 162 // const bool hasStencil = (m_attachDepth == GL_DEPTH_STENCIL || m_attachStencil == GL_DEPTH_STENCIL_ATTACHMENT); in render() 280 attachGroup->addChild(new DepthStencilAttachCase(m_context, "depth_stencil_attachment", "Depth and stencil attached with DEPTH_STENCIL_ATTACHMENT", GL_DEPTH_STENCIL_ATTACHMENT, GL_NONE)); in init()
|
H A D | es3fFboStateQueryTests.cpp | 680 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 24, 8 }, in test() 681 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 32, 8 }, in test() 765 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) in testDepthAttachment()
|
H A D | es3fFboInvalidateTests.cpp | 79 attachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT); in getFBODiscardAttachments() 1218 const bool isDepthDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_DEPTH_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); in render() 1219 const bool isStencilDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_STENCIL_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); in render() 1523 static const deUint32 depthStencilAttachment[] = { GL_DEPTH_STENCIL_ATTACHMENT }; in init()
|
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/cgl/ |
H A D | PbufferSurfaceCGL.cpp | 136 functions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in createDefaultFramebuffer()
|
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/eagl/ |
H A D | PbufferSurfaceEAGL.cpp | 139 functions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in createDefaultFramebuffer()
|
/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/ |
H A D | BlitFramebufferPerf.cpp | 89 return GL_DEPTH_STENCIL_ATTACHMENT; in BufferTypeAttachment()
|
H A D | MultisampledRenderToTexturePerf.cpp | 163 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in initializeBenchmark()
|
/third_party/vk-gl-cts/modules/gles31/functional/ |
H A D | es31fStencilTexturingTests.cpp | 778 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilTex, 0); in iterate() 783 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); in iterate() 836 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilTex, 0); in iterate() 859 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); in iterate()
|
H A D | es31fNegativeBufferApiTests.cpp | 1371 ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]); in blit_framebuffer() 1381 ctx.glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[1]); in blit_framebuffer() 1443 ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]); in blit_framebuffer() 1694 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT; in invalidate_framebuffer() 1743 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT; in invalidate_sub_framebuffer()
|
/third_party/vk-gl-cts/external/openglcts/modules/gles31/ |
H A D | es31cTextureStorageMultisampleDependenciesTests.cpp | 673 gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, 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() 2102 attachment_type = GL_DEPTH_STENCIL_ATTACHMENT; in iterate()
|
/third_party/vk-gl-cts/external/openglcts/modules/gl/ |
H A D | gl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp | 248 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8); in iterate() 427 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, false, s_targets[i], GL_DEPTH24_STENCIL8, j); in iterate() 857 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, false, s_targets[i], GL_DEPTH24_STENCIL8, j, in iterate() 2616 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in PrepareFramebuffer() 2781 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo_depth_stencil_src); in PrepareFramebuffers() 2821 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo_depth_stencil_dst); in PrepareFramebuffers() 4137 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo[1]); in CreateRenderbufferFramebuffer() 4213 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_to[1], 0); in CreateTextureFramebuffer() 4363 static const glw::GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT, GL_DEPTH_STENCIL_ATTACHMENT, in TestRenderbufferFramebuffer() 4367 "GL_DEPTH_STENCIL_ATTACHMENT", "GL_COLOR_ATTACHMENT in TestRenderbufferFramebuffer() [all...] |
/third_party/vk-gl-cts/external/openglcts/modules/glesext/texture_cube_map_array/ |
H A D | esextcTextureCubeMapArrayStencilAttachments.cpp | 885 gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_texture_cube_array_stencil_id, in setupLayeredFramebuffer() 887 GLU_EXPECT_NO_ERROR(gl.getError(), "Error attaching texture to GL_DEPTH_STENCIL_ATTACHMENT! "); in setupLayeredFramebuffer() 899 gl.framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_texture_cube_array_stencil_id, in setupNonLayeredFramebuffer() 901 GLU_EXPECT_NO_ERROR(gl.getError(), "Error attaching texture layer 0 to GL_DEPTH_STENCIL_ATTACHMENT! "); in setupNonLayeredFramebuffer()
|
/third_party/mesa3d/src/mesa/main/ |
H A D | fbobject.c | 257 * If \p attachment is GL_DEPTH_STENCIL_ATTACHMENT, return a pointer to 304 case GL_DEPTH_STENCIL_ATTACHMENT: in get_attachment() 673 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_FramebufferRenderbuffer_sw() 683 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_FramebufferRenderbuffer_sw() 3987 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_framebuffer_texture() 4010 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in _mesa_framebuffer_texture() 4435 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT && in framebuffer_renderbuffer() 4653 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in get_framebuffer_attachment_parameter() 4808 attachment == GL_DEPTH_STENCIL_ATTACHMENT) { in get_framebuffer_attachment_parameter() 4812 "GL_DEPTH_STENCIL_ATTACHMENT)", calle in get_framebuffer_attachment_parameter() [all...] |
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/ |
H A D | Framebuffer11.cpp | 150 case GL_DEPTH_STENCIL_ATTACHMENT: in invalidateBase()
|