Searched refs:stencil (Results 26 - 50 of 166) sorted by relevance

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/external/skia/src/gpu/vk/
H A DGrVkRenderTarget.cpp31 // for the moment we only support 1:1 color to stencil
58 // for the moment we only support 1:1 color to stencil
232 // Stencil attachment view is stored in the base RT stencil attachment
257 const GrStencilAttachment* stencil = this->renderTargetPriv().getStencilAttachment(); local
258 if (stencil) {
259 const GrVkStencilAttachment* vkStencil = static_cast<const GrVkStencilAttachment*>(stencil);
262 // Currently in vulkan stencil and color attachments must all have same number of samples
367 const GrStencilAttachment* stencil = this->renderTargetPriv().getStencilAttachment(); local
368 if (stencil) {
369 const GrVkStencilAttachment* vkStencil = static_cast<const GrVkStencilAttachment*>(stencil);
377 const GrStencilAttachment* stencil = this->renderTargetPriv().getStencilAttachment(); local
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H A DGrVkStencilAttachment.cpp61 GrVkStencilAttachment* stencil = new GrVkStencilAttachment(gpu, lifeCycle, format, imageDesc, local
66 return stencil;
/external/mesa3d/src/gallium/auxiliary/postprocess/
H A Dpostprocess.h55 struct pipe_resource *stencil; /* stencil shared by inner_tmps */ member in struct:pp_queue_t
/external/mesa3d/src/gallium/auxiliary/util/
H A Du_surface.h80 unsigned stencil,
H A Du_simple_shaders.c220 * and writes it as depth and stencil, respectively.
230 struct ureg_dst out, depth, stencil; local
252 stencil = ureg_DECL_output( ureg,
264 ureg_writemask(stencil, TGSI_WRITEMASK_Y),
274 * as stencil.
284 struct ureg_dst out, stencil; local
301 stencil = ureg_DECL_output( ureg,
310 ureg_writemask(stencil, TGSI_WRITEMASK_Y),
432 * Make a fragment shader that sets the output stencil to a stencil valu
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/external/mesa3d/src/gallium/drivers/llvmpipe/
H A Dlp_bld_depth.h30 * Depth/stencil testing to LLVM IR translation.
60 const struct pipe_stencil_state stencil[2],
H A Dlp_state_blend.c120 state->stencil[0].enabled = 0;
121 state->stencil[1].enabled = 0;
H A Dlp_state_fs.h53 struct pipe_stencil_state stencil[2]; member in struct:lp_fragment_shader_variant_key
/external/mesa3d/src/mesa/main/
H A Dclear.h62 GLfloat depth, GLint stencil);
H A Dpixeltransfer.h72 GLubyte stencil[]);
/external/mesa3d/src/mesa/swrast/
H A Ds_zoom.h48 const GLubyte stencil[]);
/external/skia/include/gpu/
H A DGrRenderTarget.h36 * kUnified_SampleConfig signifies multisampling in both color and stencil
38 * kStencil_SampleConfig means multisampling is present in stencil buffer
59 * @return true if the surface is multisampled in the stencil buffer,
68 * multisampled in the stencil buffer only.
78 * @return the number of stencil samples-per-pixel, or zero if non-MSAA.
148 // Checked when this object is asked to attach a stencil buffer.
160 SampleConfig sampleConfig, GrStencilAttachment* stencil = nullptr)
162 , fStencilAttachment(stencil)
178 // stencil attachment.
/external/mesa3d/src/gallium/drivers/nv30/
H A Dnv30_clear.c44 pack_zeta(enum pipe_format format, double depth, unsigned stencil) argument
48 return (zuint & 0xffffff00) | (stencil & 0xff);
54 const union pipe_color_union *color, double depth, unsigned stencil)
73 zeta = pack_zeta(fb->zsbuf->format, depth, stencil);
157 unsigned buffers, double depth, unsigned stencil,
213 PUSH_DATA (push, pack_zeta(ps->format, depth, stencil));
53 nv30_clear(struct pipe_context *pipe, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) argument
156 nv30_clear_depth_stencil(struct pipe_context *pipe, struct pipe_surface *ps, unsigned buffers, double depth, unsigned stencil, unsigned x, unsigned y, unsigned w, unsigned h) argument
H A Dnv30_state.c224 if (cso->stencil[0].enabled) {
227 SB_DATA (so, cso->stencil[0].writemask);
228 SB_DATA (so, nvgl_comparison_op(cso->stencil[0].func));
230 SB_DATA (so, cso->stencil[0].valuemask);
231 SB_DATA (so, nvgl_stencil_op(cso->stencil[0].fail_op));
232 SB_DATA (so, nvgl_stencil_op(cso->stencil[0].zfail_op));
233 SB_DATA (so, nvgl_stencil_op(cso->stencil[0].zpass_op));
240 if (cso->stencil[1].enabled) {
243 SB_DATA (so, cso->stencil[1].writemask);
244 SB_DATA (so, nvgl_comparison_op(cso->stencil[
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/external/mesa3d/src/gallium/drivers/r300/
H A Dr300_hyperz.c34 2. Cannot HiZ if stencil fail or zfail is !KEEP
114 /* if stencil fail/zfail op is not KEEP */
115 if (r300_dsa_stencil_op_not_keep(&dsa->dsa.stencil[0]) ||
116 r300_dsa_stencil_op_not_keep(&dsa->dsa.stencil[1]))
172 /* Do not set anything if depth and stencil tests are off. */
174 !dsa->dsa.stencil[0].enabled &&
175 !dsa->dsa.stencil[1].enabled) {
234 /* We are interested only in the cases when a depth or stencil value
241 if (r300_dsa_writes_stencil(&dsa->stencil[0]) ||
242 r300_dsa_writes_stencil(&dsa->stencil[
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/external/skia/src/gpu/
H A DGrResourceProvider.cpp203 GrStencilAttachment* stencil = static_cast<GrStencilAttachment*>( local
205 if (!stencil) {
206 // Need to try and create a new stencil
207 stencil = this->gpu()->createStencilAttachmentForRenderTarget(rt, width, height);
208 if (stencil) {
209 stencil->resourcePriv().setUniqueKey(sbKey);
213 if (rt->renderTargetPriv().attachStencilAttachment(stencil)) {
215 // Right now we're clearing the stencil attachment here after it is
217 // stencil buffers with smaller color targets this will no longer
221 // FBO. But iOS doesn't allow a stencil
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/external/deqp/modules/glshared/
H A DglsInteractionTestUtil.cpp174 state.stencil[ndx].function = rnd.choose<deUint32>(DE_ARRAY_BEGIN(compareFuncs), DE_ARRAY_END(compareFuncs));
175 state.stencil[ndx].reference = rnd.getInt(minStencilVal, maxStencilVal);
176 state.stencil[ndx].compareMask = rnd.getUint32();
177 state.stencil[ndx].stencilFailOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
178 state.stencil[ndx].depthFailOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
179 state.stencil[ndx].depthPassOp = rnd.choose<deUint32>(DE_ARRAY_BEGIN(stencilOps), DE_ARRAY_END(stencilOps));
180 state.stencil[ndx].writeMask = rnd.getUint32();
H A DglsInteractionTestUtil.hpp87 StencilState stencil[rr::FACETYPE_LAST]; member in struct:deqp::gls::InteractionTestUtil::RenderState
/external/webrtc/webrtc/modules/video_render/android/java/src/org/webrtc/videoengine/
H A DViEAndroidGLES20.java54 int depth, int stencil) {
56 init(translucent, depth, stencil);
59 private void init(boolean translucent, int depth, int stencil) { argument
78 new ConfigChooser(8, 8, 8, 8, depth, stencil) :
79 new ConfigChooser(5, 6, 5, 0, depth, stencil) );
112 public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) { argument
118 mStencilSize = stencil;
53 ViEAndroidGLES20(Context context, boolean translucent, int depth, int stencil) argument
/external/mesa3d/src/mesa/state_tracker/
H A Dst_cb_fbo.c549 * Check if two renderbuffer attachments name a combined depth/stencil
554 const struct gl_renderbuffer_attachment *stencil)
556 assert(depth && stencil);
558 if (depth->Type == stencil->Type) {
560 depth->Renderbuffer == stencil->Renderbuffer)
564 depth->Texture == stencil->Texture)
576 * For Gallium we only supports combined Z+stencil, not separate buffers.
585 const struct gl_renderbuffer_attachment *stencil = local
592 if (depth->Type && stencil->Type && depth->Type != stencil
553 st_is_depth_stencil_combined(const struct gl_renderbuffer_attachment *depth, const struct gl_renderbuffer_attachment *stencil) argument
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/external/skia/src/gpu/gl/
H A DGrGLRenderTarget.cpp22 GrGLStencilAttachment* stencil)
24 , INHERITED(gpu, idDesc.fLifeCycle, desc, idDesc.fSampleConfig, stencil) {
78 GrStencilAttachment* stencil = this->renderTargetPriv().getStencilAttachment(); local
79 if (nullptr == stencil) {
93 const GrGLStencilAttachment* glStencil = static_cast<const GrGLStencilAttachment*>(stencil);
19 GrGLRenderTarget(GrGLGpu* gpu, const GrSurfaceDesc& desc, const IDDesc& idDesc, GrGLStencilAttachment* stencil) argument
/external/deqp/external/vulkancts/modules/vulkan/pipeline/
H A DvktPipelineClearUtil.cpp88 clearDepthStencilValue.stencil = defaultClearStencil();
100 clearValue.depthStencil.stencil = dsValue.stencil;
/external/mesa3d/docs/OLD/
H A DMESA_packed_depth_stencil.spec35 transfer depth and stencil image data. Specifically, we defined new
36 packed pixel formats and types which pack both stencil and depth
49 2. If not, is it correct to use _REV to indicate that stencil
99 DEPTH_STENCIL Depth, Depth component, stencil index.
182 DEPTH_STENCIL_MESA depth stencil
/external/deqp/modules/gles3/functional/
H A Des3fFboMultisampleTests.cpp85 bool stencil = depthStencilFmt.order == tcu::TextureFormat::S || depthStencilFmt.order == tcu::TextureFormat::DS; local
109 if (depth || stencil)
121 if (stencil)
131 // Clear depth and stencil buffers.
173 glBlitFramebuffer(0, 0, m_size.x(), m_size.y(), 0, 0, m_size.x(), m_size.y(), GL_COLOR_BUFFER_BIT | (depth ? GL_DEPTH_BUFFER_BIT : 0) | (stencil ? GL_STENCIL_BUFFER_BIT : 0), GL_NEAREST);
200 if (stencil)
202 // Visualize stencil.
311 // Depth/stencil formats.
/external/mesa3d/src/gallium/drivers/softpipe/
H A Dsp_quad_depth_test.c30 * \brief Quad depth / stencil testing
220 * fragment stencil values.
229 /* Copy quads stencil values
240 data->shader_stencil_refs[j] = ((unsigned)(quad->output.stencil[j]));
250 * Write data->bzzzz[] values and data->stencilVals into the Z/stencil buffer.
325 /** Only 8-bit stencil supported */
330 * Do the basic stencil test (compare stencil buffer values against the
333 * \param data->stencilVals the stencil values from the stencil buffe
892 boolean stencil = qs->softpipe->depth_stencil->stencil[0].enabled; local
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