/external/deqp/modules/gles3/functional/ |
H A D | es3fFboStencilbufferTests.cpp | 149 DE_ASSERT(m_attachDepth == GL_DEPTH_ATTACHMENT || m_attachDepth == GL_DEPTH_STENCIL_ATTACHMENT || m_attachDepth == GL_NONE); 162 // const bool hasStencil = (m_attachDepth == GL_DEPTH_STENCIL || m_attachStencil == GL_DEPTH_STENCIL_ATTACHMENT); 280 attachGroup->addChild(new DepthStencilAttachCase(m_context, "depth_stencil_attachment", "Depth and stencil attached with DEPTH_STENCIL_ATTACHMENT", GL_DEPTH_STENCIL_ATTACHMENT, GL_NONE));
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H A D | es3fFboStateQueryTests.cpp | 679 { GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 24, 8 }, 680 { GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL_ATTACHMENT, 32, 8 }, 764 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT)
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H A D | es3fNegativeBufferApiTests.cpp | 1113 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]); 1123 glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[1]); 1177 glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]);
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H A D | es3fFboInvalidateTests.cpp | 79 attachments.push_back(GL_DEPTH_STENCIL_ATTACHMENT); 1218 const bool isDepthDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_DEPTH_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); 1219 const bool isStencilDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_STENCIL_ATTACHMENT) || hasAttachment(m_invalidateAttachments, GL_DEPTH_STENCIL_ATTACHMENT)); 1523 static const deUint32 depthStencilAttachment[] = { GL_DEPTH_STENCIL_ATTACHMENT };
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H A D | es3fNegativeStateApiTests.cpp | 890 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if attachment is GL_DEPTH_STENCIL_ATTACHMENT and different objects are bound to the depth and stencil attachment points of target."); 891 glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, ¶ms[0]);
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H A D | es3fMultisampleTests.cpp | 519 GLU_CHECK_CALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_msDepthStencilRbo));
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/external/deqp/external/openglcts/modules/gles31/ |
H A D | es31cTextureStorageMultisampleDependenciesTests.cpp | 673 gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, 1318 (is_depth_stencil_renderable) ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT; 1467 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; 1622 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; 1778 (is_depth_renderable) ? GL_DEPTH_ATTACHMENT : GL_DEPTH_STENCIL_ATTACHMENT; 2102 attachment_type = GL_DEPTH_STENCIL_ATTACHMENT;
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H A D | es31cTextureStorageMultisampleFunctionalTests.cpp | 203 gl.framebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, 220 gl.framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, dst_to_depth_stencil_id, 0, /* level */
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/external/deqp/framework/opengl/ |
H A D | gluStrUtil.inl | 189 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT"; 592 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT"; 616 case GL_DEPTH_STENCIL_ATTACHMENT: return "GL_DEPTH_STENCIL_ATTACHMENT";
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/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/ |
H A D | esextcTextureCubeMapArrayStencilAttachments.cpp | 885 gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_texture_cube_array_stencil_id, 887 GLU_EXPECT_NO_ERROR(gl.getError(), "Error attaching texture to GL_DEPTH_STENCIL_ATTACHMENT! "); 899 gl.framebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_texture_cube_array_stencil_id, 901 GLU_EXPECT_NO_ERROR(gl.getError(), "Error attaching texture layer 0 to GL_DEPTH_STENCIL_ATTACHMENT! ");
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/external/deqp/external/openglcts/modules/gl/ |
H A D | gl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp | 248 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH24_STENCIL8); 427 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, false, s_targets[i], GL_DEPTH24_STENCIL8, j); 857 is_ok &= Test(GL_DEPTH_STENCIL_ATTACHMENT, false, s_targets[i], GL_DEPTH24_STENCIL8, j, 2616 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 2781 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo_depth_stencil_src); 2821 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo_depth_stencil_dst); 4137 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_rbo[1]); 4213 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_to[1], 0); 4363 static const glw::GLenum attachments[] = { GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT, GL_DEPTH_STENCIL_ATTACHMENT, 4367 "GL_DEPTH_STENCIL_ATTACHMENT", "GL_COLOR_ATTACHMENT [all...] |
H A D | gl4cSparseTexture2Tests.cpp | 1616 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mRenderbuffer);
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/external/deqp/modules/gles31/functional/ |
H A D | es31fStencilTexturingTests.cpp | 775 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilTex, 0); 780 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); 833 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, *depthStencilTex, 0); 856 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
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H A D | es31fNegativeBufferApiTests.cpp | 1365 ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]); 1375 ctx.glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[1]); 1437 ctx.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo[0]); 1685 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT; 1734 attachments[2] = GL_DEPTH_STENCIL_ATTACHMENT;
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H A D | es31fNegativeStateApiTests.cpp | 1210 ctx.beginSection("GL_INVALID_OPERATION is generated if attachment is GL_DEPTH_STENCIL_ATTACHMENT and different objects are bound to the depth and stencil attachment points of target."); 1211 ctx.glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, ¶ms[0]);
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/external/mesa3d/src/mesa/main/ |
H A D | fbobject.c | 223 * If \p attachment is GL_DEPTH_STENCIL_ATTACHMENT, return a pointer to 269 case GL_DEPTH_STENCIL_ATTACHMENT: 558 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { 568 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { 3199 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { 3222 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { 3533 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT && 3723 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) { 3876 attachment == GL_DEPTH_STENCIL_ATTACHMENT) { 3880 "GL_DEPTH_STENCIL_ATTACHMENT)", calle [all...] |
/external/deqp/external/openglcts/modules/glesext/geometry_shader/ |
H A D | esextcGeometryShaderLayeredFramebuffer.cpp | 1338 gl.framebufferTexture(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, m_to_b_id, 0 /* level */); 1362 gl.framebufferTexture(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, 0 /* texture */, 0 /* level */);
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/external/deqp/modules/glshared/ |
H A D | glsScissorTests.cpp | 650 gl.framebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *depthbuf);
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/external/swiftshader/src/OpenGL/libGLESv2/ |
H A D | libGLESv2.cpp | 1994 case GL_DEPTH_STENCIL_ATTACHMENT: 2142 case GL_DEPTH_STENCIL_ATTACHMENT: 2760 case GL_DEPTH_STENCIL_ATTACHMENT: 2815 case GL_DEPTH_STENCIL_ATTACHMENT: 2946 if(attachment == GL_DEPTH_STENCIL_ATTACHMENT)
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H A D | libGLESv3.cpp | 1327 case GL_DEPTH_STENCIL_ATTACHMENT: 3568 case GL_DEPTH_STENCIL_ATTACHMENT:
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/external/deqp/framework/opengl/simplereference/ |
H A D | sglrReferenceContext.cpp | 1971 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) 2033 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) 2103 if (attachment == GL_DEPTH_STENCIL_ATTACHMENT) 3300 bool isDepthStencil = isFboBound && attachments[attNdx] == GL_DEPTH_STENCIL_ATTACHMENT;
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/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/ |
H A D | gl3.h | 654 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
macro
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/external/deqp/framework/opengl/wrapper/ |
H A D | glwEnums.inl | 392 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
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/external/mesa3d/include/GLES3/ |
H A D | gl3.h | 827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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H A D | gl31.h | 827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
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