/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fStencilTests.cpp | 272 context.stencilFunc(GL_EQUAL, value, 0xffffffffu); in visualizeStencil() 452 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)); in init() 463 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)); in init() 472 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP)); in init() 478 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP)); in init() 486 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); in init() 492 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INVERT, GL_KEEP, GL_KEEP)); in init() 501 dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); in init() 502 dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); in init() 563 StencilOp op = StencilOp::quad(GL_EQUAL, (~targetStenci in init() [all...] |
H A D | es3fFboStencilbufferTests.cpp | 120 glStencilFunc(GL_EQUAL, m_useDepth ? 2 : 1, 0xffu); in render() 217 glStencilFunc(GL_EQUAL, hasDepth ? 2 : 1, 0xffu); in render()
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H A D | es3fTextureShadowTests.cpp | 272 const float refInRangeUpper = (m_compareFunc == GL_EQUAL || m_compareFunc == GL_NOTEQUAL) ? 1.0f : 0.5f; in init() 273 const float refInRangeLower = (m_compareFunc == GL_EQUAL || m_compareFunc == GL_NOTEQUAL) ? 0.0f : 0.5f; in init() 545 const float refInRangeUpper = (m_compareFunc == GL_EQUAL || m_compareFunc == GL_NOTEQUAL) ? 1.0f : 0.5f; in init() 546 const float refInRangeLower = (m_compareFunc == GL_EQUAL || m_compareFunc == GL_NOTEQUAL) ? 0.0f : 0.5f; in init() 826 const float refInRangeUpper = (m_compareFunc == GL_EQUAL || m_compareFunc == GL_NOTEQUAL) ? 1.0f : 0.5f; in init() 827 const float refInRangeLower = (m_compareFunc == GL_EQUAL || m_compareFunc == GL_NOTEQUAL) ? 0.0f : 0.5f; in init() 1019 { "equal", GL_EQUAL }, in init()
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H A D | es3fFboInvalidateTests.cpp | 186 glStencilFunc(GL_EQUAL, 1, 0xff); in render() 278 glStencilFunc(GL_EQUAL, 1, 0xff); in render() 535 glStencilFunc(GL_EQUAL, 1, 0xff); in render() 789 glStencilFunc(GL_EQUAL, 1, 0xff); in render() 1174 glStencilFunc(GL_EQUAL, 1, 0xff); in render() 1301 glStencilFunc(GL_EQUAL, 1, 0xff); in render()
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H A D | es3fFboRenderTest.cpp | 578 context.stencilFunc(GL_EQUAL, 1, 0xffu); in render() 584 context.stencilFunc(GL_EQUAL, 2, 0xffu); in render() 716 context.stencilFunc(GL_EQUAL, 1, 0xffu); in render() 944 context.stencilFunc(GL_EQUAL, 0, 0xffu); in render() 1230 context.stencilFunc(GL_EQUAL, 1, 0xffu); in render() 1419 ctx.stencilFunc(GL_EQUAL, 0, 0xffu); in render()
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/third_party/vk-gl-cts/modules/gles2/functional/ |
H A D | es2fStencilTests.cpp | 269 context.stencilFunc(GL_EQUAL, value, 0xffffffffu); in visualizeStencil() 449 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)); in init() 460 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)); in init() 469 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP)); in init() 475 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP)); in init() 483 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); in init() 489 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INVERT, GL_KEEP, GL_KEEP)); in init() 498 dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); in init() 499 dst.push_back(StencilOp::quad(GL_EQUAL, inv, GL_ALWAYS, 0.0f, GL_KEEP, GL_KEEP, GL_INVERT)); in init() 560 StencilOp op = StencilOp::quad(GL_EQUAL, (~targetStenci in init() [all...] |
H A D | es2fFboRenderTest.cpp | 1050 context.stencilFunc(GL_EQUAL, 1, 0xffffffffu); in render() 1054 context.stencilFunc(GL_EQUAL, 2, 0xffffffffu); in render() 1168 ctx.stencilFunc(GL_EQUAL, depth ? 2 : 1, 0xffu); in render() 1302 context.stencilFunc(GL_EQUAL, 1, 0xffu); in render() 1517 context.stencilFunc(GL_EQUAL, 0, 0xffu); in render() 1803 context.stencilFunc(GL_EQUAL, 1, 0xffu); in render() 1983 ctx.stencilFunc(GL_EQUAL, 0, 0xffu); in render()
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/third_party/skia/third_party/externals/angle2/samples/stencil_operations/ |
H A D | StencilOperations.cpp | 162 glStencilFunc(GL_EQUAL, 0x1, 0x3); 177 glStencilFunc(GL_EQUAL, 0x2, 0x1); 195 glStencilFunc(GL_EQUAL, stencilValues[i], 0xff);
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
H A D | DepthStencilTest.cpp | 141 glDepthFunc(GL_EQUAL); in ensureDepthUnaffected() 156 glStencilFunc(GL_EQUAL, 0x1B, 0xFF); in ensureStencilUnaffected() 299 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 591 glStencilFunc(GL_EQUAL, 0xAA, 0xFF); in TEST_P() 614 glStencilFunc(GL_EQUAL, 0xAB, 0xF0); in TEST_P()
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H A D | BlitFramebufferANGLETest.cpp | 971 glStencilFunc(GL_EQUAL, 0x1, 0xFF); // only pass if stencil buffer at pixel reads 0x1 in TEST_P() 1368 glStencilFunc(GL_EQUAL, 1, 255); in TEST_P() 1419 glDepthFunc(GL_EQUAL); in TEST_P() 1494 glStencilFunc(GL_EQUAL, 0x1, 0xFF); in TEST_P() 1572 glStencilFunc(GL_EQUAL, 0x1, 0xFF); in TEST_P() 1581 glStencilFunc(GL_EQUAL, 0x2, 0xFF); in TEST_P() 1590 glStencilFunc(GL_EQUAL, 0x10, 0xFF); in TEST_P() 1751 glStencilFunc(GL_EQUAL, 0x1, 0xFF); in TEST_P() 1818 glStencilFunc(GL_EQUAL, 0x1, 0xFF); in TEST_P() 1887 glStencilFunc(GL_EQUAL, in TEST_P() [all...] |
H A D | MultisampledRenderToTextureTest.cpp | 1126 glDepthFunc(GL_EQUAL); in blitFramebufferTestCommon() 1455 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 1758 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in drawCopyDrawAttachDepthStencilClearThenDrawCommon() 2058 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in depthStencilClearThenDrawCommon() 2144 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2268 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2373 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2408 glStencilFunc(GL_EQUAL, 0x3E, 0xFF); in TEST_P() 2501 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2659 glStencilFunc(GL_EQUAL, in TEST_P() [all...] |
H A D | ClearTest.cpp | 91 glStencilFunc(GL_EQUAL, stencilValue, 0xFF); in verifyStencil() 1761 glDepthFunc(maskDepth ? GL_GREATER : GL_EQUAL); in maskedScissoredColorDepthStencilClear() 1801 glStencilFunc(GL_EQUAL, maskStencil ? kMaskedClearStencil : kClearStencil, 0xFF); in maskedScissoredColorDepthStencilClear() 2083 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2197 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2255 glStencilFunc(GL_EQUAL, 0x35, 0xFF); in TEST_P() 2364 glStencilFunc(GL_EQUAL, 0x42, 0xFF); in TEST_P() 2398 glStencilFunc(GL_EQUAL, 0x42, 0xFF); in TEST_P() 2431 glStencilFunc(GL_EQUAL, 0x42, 0xFF); in TEST_P()
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H A D | RobustResourceInitTest.cpp | 1047 glDepthFunc(GL_EQUAL); in TEST_P() 1531 glDepthFunc(GL_EQUAL); in maskedDepthClear() 1613 glStencilFunc(GL_EQUAL, 0x00, 0xFF); in maskedStencilClear() 2306 // Render a quad at Z = 1.0 with depth test on and depth function set to GL_EQUAL. in TEST_P() 2309 glDepthFunc(GL_EQUAL); in TEST_P() 2315 // Render with stencil test on and stencil function set to GL_EQUAL in TEST_P() 2320 glStencilFunc(GL_EQUAL, 0, 0xFF); in TEST_P() 2365 // Render a quad at Z = 1.0 with depth test on and depth function set to GL_EQUAL. in TEST_P() 2368 glDepthFunc(GL_EQUAL); in TEST_P() 2377 // Render with stencil test on and stencil function set to GL_EQUAL in TEST_P() [all...] |
H A D | VulkanPerformanceCounterTest.cpp | 1307 glStencilFunc(GL_EQUAL, 0x50, 0xF0); in TEST_P() 1585 glStencilFunc(GL_EQUAL, 0x35, 0xFF); in TEST_P() 1641 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 1742 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 1751 glStencilFunc(GL_EQUAL, 0x3F, 0xFF); in TEST_P() 1904 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2019 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2150 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2628 glStencilFunc(GL_EQUAL, 0x55, 0xFF); in TEST_P() 2660 glStencilFunc(GL_EQUAL, in TEST_P() [all...] |
H A D | BuiltinVariableTest.cpp | 255 // DepthFunc(GL_EQUAL) in CheckDepthWritten() 260 glDepthFunc(GL_EQUAL); in CheckDepthWritten()
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H A D | FramebufferMixedSamplesTest.cpp | 117 glStencilFunc(GL_EQUAL, 1, 0xffffffff); in prepareForDraw()
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H A D | FramebufferMultiviewTest.cpp | 565 glStencilFunc(GL_EQUAL, 0x00, 0xFF); in TEST_P() 696 glStencilFunc(GL_EQUAL, 0x00, 0xFF); in TEST_P()
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/third_party/skia/third_party/externals/dawn/src/dawn_native/opengl/ |
H A D | UtilsGL.cpp | 36 return GL_EQUAL; in ToOpenGLCompareFunction()
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/third_party/vk-gl-cts/modules/gles2/performance/ |
H A D | es2pStateChangeCallTests.cpp | 228 GL_EQUAL, in init() 532 GL_EQUAL, in init() 671 GL_EQUAL, in init()
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/third_party/vk-gl-cts/modules/gles3/performance/ |
H A D | es3pStateChangeCallTests.cpp | 263 GL_EQUAL, in init() 594 GL_EQUAL, in init() 733 GL_EQUAL, in init()
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/third_party/mesa3d/src/mesa/main/ |
H A D | depth.c | 77 case GL_EQUAL: in depth_func()
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H A D | samplerobj.h | 137 STATIC_ASSERT(PIPE_FUNC_EQUAL == GL_EQUAL - GL_NEVER); in func_to_gallium()
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/third_party/vk-gl-cts/external/openglcts/modules/glesext/tessellation_shader/ |
H A D | esextcTessellationShaderProperties.cpp | 295 test_1.expected_gen_spacing_value = GL_EQUAL; in iterate() 376 test_4.expected_gen_spacing_value = GL_EQUAL; in iterate()
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/third_party/skia/third_party/externals/angle2/src/common/ |
H A D | PackedEnums.h | 560 if (from == GL_EQUAL) in FromGLenum() 586 return GL_EQUAL; in ToGLenum() 605 ANGLE_VALIDATE_PACKED_ENUM(TessEvaluationType, EqualSpacing, GL_EQUAL);
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/third_party/vk-gl-cts/external/openglcts/modules/common/ |
H A D | glcPackedDepthStencilTests.cpp | 837 gl.stencilFunc(GL_EQUAL, 0xFF, 0xFF); in renderToTextures() 1215 gl.stencilFunc(GL_EQUAL, i, 0xFF); in doReadPixels() 1746 gl.stencilFunc(GL_EQUAL, 0x1, 0xFF); in iterate() 2071 gl.stencilFunc(GL_EQUAL, 0x1, 0xFF); in iterate() 2416 gl.stencilFunc(GL_EQUAL, 0xFF, 0xFF); in iterate() 2569 gl.stencilFunc(GL_EQUAL, 0x1, 0xFF); in iterate()
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