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Searched refs:glClear (Results 1 - 25 of 300) sorted by relevance

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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DShaderInterpTest.cpp86 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
90 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
131 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
167 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
207 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
211 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
H A DBlitFramebufferANGLETest.cpp326 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in multisampleTestHelper()
398 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
429 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
455 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
473 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
490 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
514 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
543 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
553 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
580 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DOcclusionQueriesTest.cpp50 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
95 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
116 // Test that glClear should not be counted by occlusion query.
130 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
139 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
145 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
155 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
161 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
167 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
189 // Test that masked glClear shoul
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H A DClearTest.cpp306 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
319 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
324 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
343 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
366 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
402 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
429 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
469 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
474 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
508 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DReadPixelsTest.cpp43 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
132 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
137 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
165 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
202 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
232 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
237 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
265 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
270 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
331 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DFramebufferMultiviewTest.cpp287 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
299 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
317 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
333 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
347 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
375 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
463 // Test that glClear clears the contents of the color buffer for only the attached layers to a
475 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
555 glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
578 // Test that glClear doe
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H A DClipDistanceTest.cpp89 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
117 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
191 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
242 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
331 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
530 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
554 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
622 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
678 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
772 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DViewportTest.cpp34 glClear(GL_COLOR_BUFFER_BIT); in runNonScissoredTest()
42 glClear(GL_COLOR_BUFFER_BIT); in runScissoredTest()
60 glClear(GL_COLOR_BUFFER_BIT); in runTest()
137 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
273 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
312 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
376 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
H A DDepthStencilFormatsTest.cpp102 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer()
122 glClear(GL_DEPTH_BUFFER_BIT); in verifyDepthRenderBuffer()
341 glClear(clearBits); in depthStencilReadbackCase()
345 glClear(clearBits); in depthStencilReadbackCase()
349 glClear(clearBits); in depthStencilReadbackCase()
353 glClear(clearBits); in depthStencilReadbackCase()
670 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
673 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
676 glClear(GL_DEPTH_BUFFER_BIT); in TEST_P()
679 glClear(GL_DEPTH_BUFFER_BI in TEST_P()
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H A DMultiDrawTest.cpp310 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in DoDrawArrays()
338 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in DoDrawElements()
633 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
642 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
649 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
660 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
676 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
739 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
748 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
755 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DDebugMarkerTest.cpp45 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
50 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
54 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
58 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
H A DDepthStencilTest.cpp180 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked()
193 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked()
215 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in prepareSingleEmulatedWithPacked()
291 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
333 glClear(GL_DEPTH_BUFFER_BIT); in clearAndCompareDepth()
410 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
417 glClear(GL_STENCIL_BUFFER_BIT); in TEST_P()
460 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
467 glClear(GL_STENCIL_BUFFER_BIT); in TEST_P()
504 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DSimpleOperationTest.cpp83 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
100 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
128 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
187 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
201 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
371 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
413 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
451 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
493 glClear(GL_COLOR_BUFFER_BIT);
561 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DPBOExtensionTest.cpp81 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
110 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
119 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
H A DReadOnlyFeedbackLoopTest.cpp32 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
91 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
126 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
H A DPbufferTest.cpp154 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
164 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
190 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
260 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
333 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
421 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
446 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
H A DMultisampleTest.cpp197 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
248 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
297 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
349 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
425 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
470 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
475 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
H A DPixmapTest.cpp125 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
135 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
166 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
221 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
H A DD3DTextureTest.cpp273 glClear(GL_COLOR_BUFFER_BIT); in testTextureSamplesAs50PercentGreen()
423 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
432 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
523 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
528 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
612 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
617 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
751 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
788 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
838 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DMultisampledRenderToTextureTest.cpp124 glClear(GL_COLOR_BUFFER_BIT); in clearAndDrawQuad()
636 glClear(GL_COLOR_BUFFER_BIT); in colorAttachmentMultisampleDrawTestCommon()
706 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
803 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
862 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in TEST_P()
920 glClear(GL_COLOR_BUFFER_BIT); in readPixelsTestCommon()
975 glClear(GL_COLOR_BUFFER_BIT); in copyTexImageTestCommon()
1036 glClear(GL_COLOR_BUFFER_BIT); in copyTexSubImageTestCommon()
1042 glClear(GL_COLOR_BUFFER_BIT); in copyTexSubImageTestCommon()
1119 glClear(GL_DEPTH_BUFFER_BI in blitFramebufferTestCommon()
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H A DTimerQueriesTest.cpp107 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
120 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
202 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
302 // Without a glClear, the first draw call on GL takes a huge amount of time when run after the in TEST_P()
305 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
438 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
504 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
/third_party/mesa3d/src/gallium/targets/osmesa/
H A Dtest-render.cpp99 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
189 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST()
200 glClear(GL_DEPTH_BUFFER_BIT); in TEST()
211 glClear(GL_DEPTH_BUFFER_BIT); in TEST()
259 glClear(GL_COLOR_BUFFER_BIT); in TEST()
265 glClear(GL_COLOR_BUFFER_BIT); in TEST()
273 glClear(GL_COLOR_BUFFER_BIT); in TEST()
299 glClear(GL_COLOR_BUFFER_BIT); in TEST()
305 glClear(GL_COLOR_BUFFER_BIT); in TEST()
/third_party/skia/third_party/externals/angle2/src/tests/egl_tests/
H A DEGLPreRotationTest.cpp887 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
896 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
903 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
916 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
966 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1055 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1153 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); in TEST_P()
1222 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
1302 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
1387 glClear(GL_COLOR_BUFFER_BI in TEST_P()
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H A DEGLSurfaceTest.cpp256 glClear(GL_COLOR_BUFFER_BIT); in drawWithProgram()
306 glClear(GL_COLOR_BUFFER_BIT); in runMessageLoopTest()
398 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
473 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
559 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
583 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
607 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
931 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
938 glClear(GL_COLOR_BUFFER_BIT); in TEST_P()
1105 // glClear shoul in TEST_P()
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/third_party/skia/third_party/externals/angle2/samples/tex_redef_microbench/
H A DTexRedefMicroBench.cpp162 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
201 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
219 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

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