Searched refs:GL_DEPTH32F_STENCIL8 (Results 1 - 25 of 53) sorted by relevance

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/external/deqp/modules/gles3/functional/
H A Des3fInternalFormatQueryTests.cpp219 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, false },
H A Des3fFboTestCase.cpp193 case GL_DEPTH32F_STENCIL8:
308 case GL_DEPTH32F_STENCIL8:
H A Des3fFboCompletenessTests.cpp72 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8,
86 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8,
H A Des3fFboMultisampleTests.cpp294 GL_DEPTH32F_STENCIL8,
H A Des3fFboStencilbufferTests.cpp250 GL_DEPTH32F_STENCIL8,
H A Des3fRboStateQueryTests.cpp294 { GL_DEPTH32F_STENCIL8, 32, 8 },
H A Des3fFboDepthbufferTests.cpp323 GL_DEPTH32F_STENCIL8,
H A Des3fFboStateQueryTests.cpp680 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 32, 8 },
H A Des3fFboInvalidateTests.cpp128 return GL_DEPTH32F_STENCIL8;
1485 GL_DEPTH32F_STENCIL8,
H A Des3fFboTestUtil.cpp988 case GL_DEPTH32F_STENCIL8: return "depth32f_stencil8";
/external/deqp/modules/gles31/functional/
H A Des31fFboTestCase.cpp198 case GL_DEPTH32F_STENCIL8:
315 case GL_DEPTH32F_STENCIL8:
H A Des31fStencilTexturingTests.cpp500 DE_ASSERT(format == GL_DEPTH32F_STENCIL8 || format == GL_DEPTH24_STENCIL8);
1013 formatGroup->addChild(new UploadTex2DCase (m_context, "depth32f_stencil8_2d", GL_DEPTH32F_STENCIL8));
1014 formatGroup->addChild(new UploadTex2DArrayCase (m_context, "depth32f_stencil8_2d_array", GL_DEPTH32F_STENCIL8));
1015 formatGroup->addChild(new UploadTexCubeCase (m_context, "depth32f_stencil8_cube", GL_DEPTH32F_STENCIL8));
1031 readRenderGroup->addChild(new ClearTex2DCase (m_context, "depth32f_stencil8_clear", GL_DEPTH32F_STENCIL8));
1032 readRenderGroup->addChild(new RenderTex2DCase (m_context, "depth32f_stencil8_draw", GL_DEPTH32F_STENCIL8));
H A Des31fInternalFormatQueryTests.cpp423 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, FormatSamplesCase::FORMAT_DEPTH_STENCIL },
H A Des31fTextureBorderClampTests.cpp2370 { "depth32f_stencil8_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH },
2372 { "depth32f_stencil8_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL },
2452 { "float_depth_uint_stencil_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH },
2453 { "float_depth_uint_stencil_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL },
2545 { "float_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH, false },
2546 { "uint_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL, false },
2673 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 },
2727 { "depth32f_stencil8_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH },
2728 { "depth32f_stencil8_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL },
H A Des31fTextureFormatTests.cpp503 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 },
H A Des31fFboTestUtil.cpp536 case GL_DEPTH32F_STENCIL8: return "depth32f_stencil8";
H A Des31fTextureLevelStateQueryTests.cpp314 internalFormat == GL_DEPTH32F_STENCIL8;
601 GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8
/external/swiftshader/src/OpenGL/libGLESv2/
H A Dutilities.cpp144 InsertFormatMapping(&map, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_DEPTH32F_STENCIL8);
723 format == GL_DEPTH32F_STENCIL8;
731 format == GL_DEPTH32F_STENCIL8;
873 case GL_DEPTH32F_STENCIL8:
1005 case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: VALIDATE_INTERNALFORMAT(GL_DEPTH32F_STENCIL8)
1095 case GL_DEPTH32F_STENCIL8:
1116 case GL_DEPTH32F_STENCIL8:
1176 case GL_DEPTH32F_STENCIL8:
1977 return GL_DEPTH32F_STENCIL8;
H A DRenderbuffer.cpp560 case GL_DEPTH32F_STENCIL8:
/external/deqp/framework/opengl/
H A DgluFboRenderContext.cpp123 GL_DEPTH32F_STENCIL8,
H A DgluTextureUtil.cpp220 case FMT_CASE(DS, FLOAT_UNSIGNED_INT_24_8_REV): return GL_DEPTH32F_STENCIL8;
544 case GL_DEPTH32F_STENCIL8: return TextureFormat(TextureFormat::DS, TextureFormat::FLOAT_UNSIGNED_INT_24_8_REV);
1169 case GL_DEPTH32F_STENCIL8:
H A DgluStrUtil.inl882 case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8";
1732 case GL_DEPTH32F_STENCIL8: return "GL_DEPTH32F_STENCIL8";
/external/mesa3d/src/mesa/main/
H A Dglformats.c1299 case GL_DEPTH32F_STENCIL8:
1326 case GL_DEPTH32F_STENCIL8:
2643 case GL_DEPTH32F_STENCIL8:
2721 return GL_DEPTH32F_STENCIL8;
3283 if (internalFormat != GL_DEPTH32F_STENCIL8)
H A Dtexformat.c372 case GL_DEPTH32F_STENCIL8:
H A Dreadpix.c907 (internalFormat == GL_DEPTH32F_STENCIL8);

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