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Searched refs:GL_DEPTH_STENCIL_ATTACHMENT (Results 1 - 25 of 79) sorted by relevance

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/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()
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()
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H A DVulkanPerformanceCounterTest.cpp71 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()
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H A DMultisampledRenderToTextureTest.cpp302 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()
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H A DClearTest.cpp723 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()
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H A DDepthStencilFormatsTest.cpp444 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 DDepthStencilTest.cpp284 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 DWebGLCompatibilityTest.cpp330 // 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()
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/third_party/skia/third_party/externals/angle2/src/tests/test_utils/
H A DMultiviewTest.cpp147 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 DClearMultiviewGL.cpp142 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 DglcFramebufferCompleteness.cpp592 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
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H A DglcPackedDepthStencilTests.cpp1193 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, &param); in iterate()
2152 gl.getFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, pname, &param); 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 Des3fFboStencilbufferTests.cpp149 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 Des3fFboStateQueryTests.cpp680 { 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 Des3fFboInvalidateTests.cpp79 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 DPbufferSurfaceCGL.cpp136 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 DPbufferSurfaceEAGL.cpp139 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 DBlitFramebufferPerf.cpp89 return GL_DEPTH_STENCIL_ATTACHMENT; in BufferTypeAttachment()
H A DMultisampledRenderToTexturePerf.cpp163 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in initializeBenchmark()
/third_party/vk-gl-cts/modules/gles31/functional/
H A Des31fStencilTexturingTests.cpp778 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 Des31fNegativeBufferApiTests.cpp1371 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 Des31cTextureStorageMultisampleDependenciesTests.cpp673 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 Dgl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp248 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()
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/third_party/vk-gl-cts/external/openglcts/modules/glesext/texture_cube_map_array/
H A DesextcTextureCubeMapArrayStencilAttachments.cpp885 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 Dfbobject.c257 * 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()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
H A DFramebuffer11.cpp150 case GL_DEPTH_STENCIL_ATTACHMENT: in invalidateBase()

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