Searched refs:depthStencilFormat (Results 1 - 6 of 6) sorted by relevance
/external/deqp/framework/opengl/ |
H A D | gluFboRenderContext.cpp | 44 static void getDepthStencilBits (deUint32 depthStencilFormat, int* depthBits, int* stencilBits) argument 46 const tcu::IVec4 bits = tcu::getTextureFormatBitDepth(glu::mapGLInternalFormat(depthStencilFormat)); 182 const deUint32 depthStencilFormat = chooseDepthStencilFormat(config); local 219 if (depthStencilFormat != GL_NONE) 221 getDepthStencilBits(depthStencilFormat, &depthBits, &stencilBits); 227 gl.renderbufferStorageMultisample(GL_RENDERBUFFER, config.numSamples, depthStencilFormat, width, height); 229 gl.renderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, width, height);
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/external/deqp/framework/platform/ios/ |
H A D | tcuIOSPlatform.mm | 215 const deUint32 depthStencilFormat = chooseDepthStencilFormat(config); 228 if ((config.depthBits > 0 || config.stencilBits > 0) && depthStencilFormat == 0) 250 if (depthStencilFormat != 0) 253 gl.renderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, width, height); 264 if (depthStencilFormat != 0)
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/external/deqp/modules/gles3/functional/ |
H A D | es3fFboMultisampleTests.cpp | 57 BasicFboMultisampleCase (Context& context, const char* name, const char* desc, deUint32 colorFormat, deUint32 depthStencilFormat, const IVec2& size, int numSamples) argument 60 , m_depthStencilFormat (depthStencilFormat)
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H A D | es3fFboStencilbufferTests.cpp | 158 const deUint32 depthStencilFormat = GL_DEPTH24_STENCIL8; local 181 glRenderbufferStorage(GL_RENDERBUFFER, depthStencilFormat, width, height);
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H A D | es3fFboRenderTest.cpp | 74 , depthStencilFormat (depthStencilFormat_) 86 , depthStencilFormat (GL_NONE) 101 GLenum depthStencilFormat; member in class:deqp::gles3::Functional::FboConfig 132 name << "_" << getTypeName(depthStencilType) << "_" << getFormatName(depthStencilFormat); 286 case GL_TEXTURE_2D: m_depthStencilBuffer = createTex2D(depthStencilBufferName, m_config.depthStencilFormat, width, height); break; 287 case GL_RENDERBUFFER: m_depthStencilBuffer = createRbo(depthStencilBufferName, m_config.depthStencilFormat, width, height); break; 884 cfg.depthStencilFormat = GL_NONE; 1191 context.texImage2D(GL_TEXTURE_2D, 0, fbo.getConfig().depthStencilFormat, newWidth, newHeight); 1196 context.renderbufferStorage(GL_RENDERBUFFER, fbo.getConfig().depthStencilFormat, newWidth, newHeight); 1337 : fbo.getConfig().depthStencilFormat; 1575 deUint32 depthStencilFormat = GL_DEPTH24_STENCIL8; local 1663 deUint32 depthStencilFormat = GL_DEPTH24_STENCIL8; local [all...] |
H A D | es3fFboInvalidateTests.cpp | 1209 const deUint32 depthStencilFormat = GL_DEPTH24_STENCIL8; local 1234 glRenderbufferStorage (GL_RENDERBUFFER, depthStencilFormat, getWidth(), getHeight());
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