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Searched refs:GL_ALWAYS (Results 1 - 25 of 125) sorted by relevance

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/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fStencilTests.cpp137 StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP) in StencilOp() argument
434 dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); in init()
439 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP)); in init()
443 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE)); in init()
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()
485 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0. in init()
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H A Des3fDepthTests.cpp221 context.depthFunc(GL_ALWAYS); in render()
229 context.depthFunc(GL_ALWAYS); in render()
237 context.depthFunc(GL_ALWAYS); in render()
245 context.depthFunc(GL_ALWAYS); in render()
268 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); in init()
H A Des3fFboInvalidateTests.cpp157 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
180 glDepthFunc(GL_ALWAYS); in render()
244 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
272 glDepthFunc(GL_ALWAYS); in render()
323 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
402 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
506 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
529 glDepthFunc(GL_ALWAYS); in render()
626 glStencilFunc (GL_ALWAYS, 1, 0xff); in render()
753 glStencilFunc (GL_ALWAYS, in render()
[all...]
H A Des3fFboStencilbufferTests.cpp108 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
205 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
H A Des3fDepthStencilTests.cpp300 renderCmd.params.depthFunc = GL_ALWAYS; in generateBaseClearAndDepthCommands()
732 GL_ALWAYS, in randomDepthStencilState()
790 { "always", GL_ALWAYS },
881 params.stencil[notVisible].function = GL_ALWAYS;
952 params.stencil[notVisible].function = GL_ALWAYS;
992 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
1059 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
1117 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
H A Des3fFboDepthbufferTests.cpp201 glDepthFunc(GL_ALWAYS); in render()
287 glDepthFunc(GL_ALWAYS); in render()
H A Des3fFboMultisampleTests.cpp145 glDepthFunc(GL_ALWAYS); in render()
147 glStencilFunc(GL_ALWAYS, 0, 0xffu); in render()
H A Des3fFragDepthTests.cpp84 case GL_ALWAYS: return true; in compare()
173 gl.depthFunc(GL_ALWAYS); in iterate()
/third_party/vk-gl-cts/modules/gles2/functional/
H A Des2fStencilTests.cpp134 StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP) in StencilOp() argument
431 dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); in init()
436 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP)); in init()
440 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE)); in init()
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()
482 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0. in init()
[all...]
H A Des2fDepthTests.cpp218 context.depthFunc(GL_ALWAYS); in render()
226 context.depthFunc(GL_ALWAYS); in render()
234 context.depthFunc(GL_ALWAYS); in render()
242 context.depthFunc(GL_ALWAYS); in render()
265 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS)); in init()
H A Des2fDepthRangeTests.cpp78 case GL_ALWAYS: return true; in compare()
195 glDepthFunc(GL_ALWAYS); in iterate()
337 glDepthFunc(GL_ALWAYS); in iterate()
H A Des2fIntegerStateQueryTests.cpp785 const GLenum depthFunctions[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GREATER, GL_GEQUAL, GL_NOTEQUAL}; in test()
989 glStencilFunc(GL_ALWAYS, ref, 0); // mask should not affect the REF in test()
995 glStencilFunc(GL_ALWAYS, ref, ref); in test()
1030 glStencilFuncSeparate(m_stencilFuncTargetFace, GL_ALWAYS, ref, 0); in test()
1036 glStencilFuncSeparate(m_stencilFuncTargetFace, GL_ALWAYS, ref, ref); in test()
1155 m_verifier->verifyInteger(m_testCtx, GL_STENCIL_FUNC, GL_ALWAYS); in test()
1158 const GLenum stencilfuncValues[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL}; in test()
1189 m_verifier->verifyInteger(m_testCtx, m_stencilFuncName, GL_ALWAYS); in test()
1192 const GLenum stencilfuncValues[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GEQUAL, GL_GREATER, GL_NOTEQUAL}; in test()
1230 glStencilFunc(GL_ALWAYS, in test()
[all...]
H A Des2fDepthStencilTests.cpp300 renderCmd.params.depthFunc = GL_ALWAYS; in generateBaseClearAndDepthCommands()
732 GL_ALWAYS, in randomDepthStencilState()
790 { "always", GL_ALWAYS },
881 params.stencil[notVisible].function = GL_ALWAYS;
952 params.stencil[notVisible].function = GL_ALWAYS;
992 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
1059 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
1117 params.stencil[rr::FACETYPE_BACK].function = GL_ALWAYS;
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/gles1/
H A DAlphaFuncTest.cpp69 glAlphaFunc(GL_ALWAYS, 0.0f); in TEST_P()
74 glAlphaFunc(GL_ALWAYS, 0.4f); in TEST_P()
85 glAlphaFunc(GL_ALWAYS, 0.0f); in TEST_P()
90 glAlphaFunc(GL_ALWAYS, 1.0f); in TEST_P()
/third_party/skia/third_party/externals/dawn/src/dawn_native/opengl/
H A DPersistentPipelineStateGL.h37 GLenum mStencilBackCompareFunction = GL_ALWAYS;
38 GLenum mStencilFrontCompareFunction = GL_ALWAYS;
H A DUtilsGL.cpp38 return GL_ALWAYS; in ToOpenGLCompareFunction()
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DDepthStencilTest.cpp233 glStencilFunc(GL_ALWAYS, 0x84, 0xFF); in prepareSingleEmulatedWithPacked()
342 glDepthFunc(GL_ALWAYS); in drawAndCompareDepth()
434 glStencilFunc(GL_ALWAYS, 0, 0xFF); in TEST_P()
449 glStencilFunc(GL_ALWAYS, 0, 0xFF); in TEST_P()
507 glStencilFunc(GL_ALWAYS, 0, 0xFF); in TEST_P()
563 glDepthFunc(GL_ALWAYS); in TEST_P()
566 glStencilFunc(GL_ALWAYS, 0xAA, 0xFF); in TEST_P()
H A DReadOnlyFeedbackLoopTest.cpp97 glDepthFunc(GL_ALWAYS); in TEST_P()
H A DMultisampledRenderToTextureTest.cpp1430 glDepthFunc(GL_ALWAYS); in TEST_P()
1433 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P()
1492 glDepthFunc(GL_ALWAYS); in TEST_P()
1493 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P()
2231 glDepthFunc(GL_ALWAYS); in TEST_P()
2234 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P()
2464 glDepthFunc(GL_ALWAYS); in TEST_P()
2467 glStencilFunc(GL_ALWAYS, 0x55, 0xFF); in TEST_P()
2576 glDepthFunc(GL_ALWAYS); in TEST_P()
2579 glStencilFunc(GL_ALWAYS, in TEST_P()
[all...]
/third_party/mesa3d/src/mesa/main/
H A Dsamplerobj.h142 STATIC_ASSERT(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER); in func_to_gallium()
144 assert(func <= GL_ALWAYS); in func_to_gallium()
H A Dstencil.c90 case GL_ALWAYS: in validate_stencil_func()
575 ctx->Stencil.Function[0] = GL_ALWAYS; in _mesa_init_stencil()
576 ctx->Stencil.Function[1] = GL_ALWAYS; in _mesa_init_stencil()
577 ctx->Stencil.Function[2] = GL_ALWAYS; in _mesa_init_stencil()
H A Ddepth.c78 case GL_ALWAYS: in depth_func()
/third_party/vk-gl-cts/modules/gles2/performance/
H A Des2pStateChangeCallTests.cpp225 GL_ALWAYS, in init()
529 GL_ALWAYS, in init()
668 GL_ALWAYS, in init()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
H A DClear11.cpp274 mDepthStencilStateKey.depthFunc = GL_ALWAYS; in ensureResourcesInitialized()
283 mDepthStencilStateKey.stencilFunc = GL_ALWAYS; in ensureResourcesInitialized()
287 mDepthStencilStateKey.stencilBackFunc = GL_ALWAYS; in ensureResourcesInitialized()
/third_party/vk-gl-cts/modules/gles3/performance/
H A Des3pStateChangeCallTests.cpp260 GL_ALWAYS, in init()
591 GL_ALWAYS, in init()
730 GL_ALWAYS, in init()

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