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Searched refs:GL_EQUAL (Results 1 - 25 of 122) sorted by relevance

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/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fStencilTests.cpp272 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()
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H A Des3fFboStencilbufferTests.cpp120 glStencilFunc(GL_EQUAL, m_useDepth ? 2 : 1, 0xffu); in render()
217 glStencilFunc(GL_EQUAL, hasDepth ? 2 : 1, 0xffu); in render()
H A Des3fTextureShadowTests.cpp272 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()
H A Des3fFboInvalidateTests.cpp186 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()
H A Des3fFboRenderTest.cpp578 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()
/third_party/vk-gl-cts/modules/gles2/functional/
H A Des2fStencilTests.cpp269 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()
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H A Des2fFboRenderTest.cpp1050 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()
/third_party/skia/third_party/externals/angle2/samples/stencil_operations/
H A DStencilOperations.cpp162 glStencilFunc(GL_EQUAL, 0x1, 0x3);
177 glStencilFunc(GL_EQUAL, 0x2, 0x1);
195 glStencilFunc(GL_EQUAL, stencilValues[i], 0xff);
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DDepthStencilTest.cpp141 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()
H A DBlitFramebufferANGLETest.cpp971 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()
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H A DMultisampledRenderToTextureTest.cpp1126 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()
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H A DClearTest.cpp91 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()
H A DRobustResourceInitTest.cpp1047 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()
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H A DVulkanPerformanceCounterTest.cpp1307 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 DBuiltinVariableTest.cpp255 // DepthFunc(GL_EQUAL) in CheckDepthWritten()
260 glDepthFunc(GL_EQUAL); in CheckDepthWritten()
H A DFramebufferMixedSamplesTest.cpp117 glStencilFunc(GL_EQUAL, 1, 0xffffffff); in prepareForDraw()
H A DFramebufferMultiviewTest.cpp565 glStencilFunc(GL_EQUAL, 0x00, 0xFF); in TEST_P()
696 glStencilFunc(GL_EQUAL, 0x00, 0xFF); in TEST_P()
/third_party/skia/third_party/externals/dawn/src/dawn_native/opengl/
H A DUtilsGL.cpp36 return GL_EQUAL; in ToOpenGLCompareFunction()
/third_party/vk-gl-cts/modules/gles2/performance/
H A Des2pStateChangeCallTests.cpp228 GL_EQUAL, in init()
532 GL_EQUAL, in init()
671 GL_EQUAL, in init()
/third_party/vk-gl-cts/modules/gles3/performance/
H A Des3pStateChangeCallTests.cpp263 GL_EQUAL, in init()
594 GL_EQUAL, in init()
733 GL_EQUAL, in init()
/third_party/mesa3d/src/mesa/main/
H A Ddepth.c77 case GL_EQUAL: in depth_func()
H A Dsamplerobj.h137 STATIC_ASSERT(PIPE_FUNC_EQUAL == GL_EQUAL - GL_NEVER); in func_to_gallium()
/third_party/vk-gl-cts/external/openglcts/modules/glesext/tessellation_shader/
H A DesextcTessellationShaderProperties.cpp295 test_1.expected_gen_spacing_value = GL_EQUAL; in iterate()
376 test_4.expected_gen_spacing_value = GL_EQUAL; in iterate()
/third_party/skia/third_party/externals/angle2/src/common/
H A DPackedEnums.h560 if (from == GL_EQUAL) in FromGLenum()
586 return GL_EQUAL; in ToGLenum()
605 ANGLE_VALIDATE_PACKED_ENUM(TessEvaluationType, EqualSpacing, GL_EQUAL);
/third_party/vk-gl-cts/external/openglcts/modules/common/
H A DglcPackedDepthStencilTests.cpp837 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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