Searched refs:GL_DEPTH_STENCIL_ATTACHMENT (Results 1 - 25 of 37) sorted by relevance

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/external/deqp/modules/gles3/functional/
H A Des3fFboStencilbufferTests.cpp149 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));
H A Des3fFboStateQueryTests.cpp679 { 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)
H A Des3fNegativeBufferApiTests.cpp1113 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]);
H A Des3fFboInvalidateTests.cpp79 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 };
H A Des3fNegativeStateApiTests.cpp890 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, &params[0]);
H A Des3fMultisampleTests.cpp519 GLU_CHECK_CALL(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_msDepthStencilRbo));
/external/deqp/external/openglcts/modules/gles31/
H A Des31cTextureStorageMultisampleDependenciesTests.cpp673 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;
H A Des31cTextureStorageMultisampleFunctionalTests.cpp203 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 */
/external/deqp/framework/opengl/
H A DgluStrUtil.inl189 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";
/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
H A DesextcTextureCubeMapArrayStencilAttachments.cpp885 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! ");
/external/deqp/external/openglcts/modules/gl/
H A Dgl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp248 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
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H A Dgl4cSparseTexture2Tests.cpp1616 gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, mRenderbuffer);
/external/deqp/modules/gles31/functional/
H A Des31fStencilTexturingTests.cpp775 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);
H A Des31fNegativeBufferApiTests.cpp1365 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;
H A Des31fNegativeStateApiTests.cpp1210 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, &params[0]);
/external/mesa3d/src/mesa/main/
H A Dfbobject.c223 * 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
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/external/deqp/external/openglcts/modules/glesext/geometry_shader/
H A DesextcGeometryShaderLayeredFramebuffer.cpp1338 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 */);
/external/deqp/modules/glshared/
H A DglsScissorTests.cpp650 gl.framebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *depthbuf);
/external/swiftshader/src/OpenGL/libGLESv2/
H A DlibGLESv2.cpp1994 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)
H A DlibGLESv3.cpp1327 case GL_DEPTH_STENCIL_ATTACHMENT:
3568 case GL_DEPTH_STENCIL_ATTACHMENT:
/external/deqp/framework/opengl/simplereference/
H A DsglrReferenceContext.cpp1971 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;
/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/
H A Dgl3.h654 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
/external/deqp/framework/opengl/wrapper/
H A DglwEnums.inl392 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
/external/mesa3d/include/GLES3/
H A Dgl3.h827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro
H A Dgl31.h827 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A macro

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