Searched refs:hasDepth (Results 1 - 18 of 18) sorted by relevance

/external/deqp/modules/egl/
H A DteglSimpleConfigCase.cpp136 static bool hasDepth (const eglu::CandidateConfig& c) { return c.depthSize() > 0; } function in namespace:deqp::egl
173 { "depth", hasDepth },
H A DteglCreateContextExtTests.cpp1018 static bool hasDepth (const eglu::CandidateConfig& c) { return c.depthSize() > 0; } function in namespace:deqp::egl::__anon4225
1056 { "rgb565_depth_no_stencil", "RGB565 configs with depth and no stencil", colorBits<5, 6, 5, 0>, hasDepth, noStencil },
1057 { "rgb565_depth_stencil", "RGB565 configs with depth and stencil", colorBits<5, 6, 5, 0>, hasDepth, hasStencil },
1061 { "rgb888_depth_no_stencil", "RGB888 configs with depth and no stencil", colorBits<8, 8, 8, 0>, hasDepth, noStencil },
1062 { "rgb888_depth_stencil", "RGB888 configs with depth and stencil", colorBits<8, 8, 8, 0>, hasDepth, hasStencil },
1066 { "rgba4444_depth_no_stencil", "RGBA4444 configs with depth and no stencil", colorBits<4, 4, 4, 4>, hasDepth, noStencil },
1067 { "rgba4444_depth_stencil", "RGBA4444 configs with depth and stencil", colorBits<4, 4, 4, 4>, hasDepth, hasStencil },
1071 { "rgba5551_depth_no_stencil", "RGBA5551 configs with depth and no stencil", colorBits<5, 5, 5, 1>, hasDepth, noStencil },
1072 { "rgba5551_depth_stencil", "RGBA5551 configs with depth and stencil", colorBits<5, 5, 5, 1>, hasDepth, hasStencil },
1076 { "rgba8888_depth_no_stencil", "RGBA8888 configs with depth and no stencil", colorBits<8, 8, 8, 8>, hasDepth, noStenci
[all...]
/external/deqp/modules/gles3/functional/
H A Des3fFboStencilbufferTests.cpp161 const bool hasDepth = (m_attachDepth == GL_DEPTH_STENCIL || m_attachDepth == GL_DEPTH_ATTACHMENT); local
217 glStencilFunc(GL_EQUAL, hasDepth ? 2 : 1, 0xffu);
224 glStencilFunc(GL_GREATER, hasDepth ? 1 : 2, 0xffu);
H A Des3fRandomFragmentOpTests.cpp97 bool hasDepth = renderTarget.getDepthBits() > 0; local
103 dst.depthTestEnabled = hasDepth && src.depthTestEnabled;
H A Des3fDepthStencilTests.cpp383 bool hasDepth = renderTarget.depthBits > 0; local
397 dst.state.depthTestEnabled = hasDepth && src.params.depthTestEnabled;
H A Des3fFboInvalidateTests.cpp121 const bool hasDepth = depthBits > 0; local
124 if (!hasDepth || !hasStencil || (stencilBits != 8))
/external/deqp/framework/referencerenderer/
H A DrrFragmentOperations.cpp755 bool hasDepth = depthBuffer.getWidth() > 0 && depthBuffer.getHeight() > 0 && depthBuffer.getDepth() > 0;
757 bool doDepthTest = hasDepth && state.depthTestEnabled;
763 DE_ASSERT((!hasDepth || colorBuffer.getWidth() == depthBuffer.getWidth()) && (!hasStencil || colorBuffer.getWidth() == stencilBuffer.getWidth()));
764 DE_ASSERT((!hasDepth || colorBuffer.getHeight() == depthBuffer.getHeight()) && (!hasStencil || colorBuffer.getHeight() == stencilBuffer.getHeight()));
765 DE_ASSERT((!hasDepth || colorBuffer.getDepth() == depthBuffer.getDepth()) && (!hasStencil || colorBuffer.getDepth() == stencilBuffer.getDepth()));
768 DE_ASSERT(!hasDepth || (!tcu::isCombinedDepthStencilType(depthBuffer.getFormat().type) && depthBuffer.getFormat().order == tcu::TextureFormat::D));
/external/deqp/modules/gles2/functional/
H A Des2fRandomFragmentOpTests.cpp97 bool hasDepth = renderTarget.getDepthBits() > 0; local
103 dst.depthTestEnabled = hasDepth && src.depthTestEnabled;
H A Des2fDepthStencilTests.cpp383 bool hasDepth = renderTarget.depthBits > 0; local
397 dst.state.depthTestEnabled = hasDepth && src.params.depthTestEnabled;
/external/deqp/framework/common/
H A DtcuTextureUtil.cpp849 const bool hasDepth = access.getFormat().order == tcu::TextureFormat::DS || access.getFormat().order == tcu::TextureFormat::D;
852 DE_ASSERT(hasDepth || hasStencil);
855 if (hasDepth)
926 const bool hasDepth = access.getFormat().order == tcu::TextureFormat::DS || access.getFormat().order == tcu::TextureFormat::D;
929 DE_ASSERT(hasDepth || hasStencil);
932 if (hasDepth)
/external/swiftshader/src/Renderer/
H A DSurface.hpp311 bool hasDepth() const;
H A DSurface.cpp3406 bool Surface::hasDepth() const function in class:sw::Surface
/external/swiftshader/src/OpenGL/libGL/
H A DDevice.cpp537 if(source->hasDepth())
/external/swiftshader/src/OpenGL/libGLES_CM/
H A DDevice.cpp422 if(source->hasDepth())
/external/swiftshader/src/OpenGL/libGLESv2/
H A DDevice.cpp595 if(source->hasDepth())
/external/deqp/external/vulkancts/modules/vulkan/
H A DvktRenderPassTests.cpp2176 const bool hasDepth = hasDepthComponent(format.order); local
2194 (hasDepth ? (VkImageAspectFlags)VK_IMAGE_ASPECT_DEPTH_BIT : 0u)
2928 const bool hasDepth = tcu::hasDepthComponent(format.order);
2935 clearReferenceValues(reference, targetSize, offset, size, BVec4(hasDepth, hasStencil, false, false), clearValueToPixelValue(value, format));
3168 const bool hasDepth = tcu::hasDepthComponent(format.order);
3170 const bool hasDepthOrStencil = hasDepth || hasStencil;
3177 if (hasDepth)
/external/deqp/framework/opengl/simplereference/
H A DsglrReferenceContext.cpp1009 const bool hasDepth = access.getFormat().order == tcu::TextureFormat::D || access.getFormat().order == tcu::TextureFormat::DS;
1011 const bool hasColor = !hasDepth && !hasStencil;
1013 if (hasDepth)
3368 bool hasDepth = !isEmpty(depthArea);
3391 if (hasDepth && (buffers & GL_DEPTH_BUFFER_BIT) != 0 && m_depthMask)
/external/swiftshader/src/D3D9/
H A DDirect3DDevice9.cpp6250 if(source->hasDepth())

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