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19     Sample variable tests
25 + Rendering to default framebuffer, multi- and single sample
37 + Rendering to every supported render buffer sample count / format
38 + Rendering to every supported multisample texture sample count / format
47 program. With texture targets, each sample encodes its gl_SampleID to the
60 values against a per-sample interpolated screen-space location (in pixels)
70 Distribution is verified by averaging sample position values (texture) or by
76 sample_mask_in.* cases write values to gl_SampleMask built-in variable. Sample
78 single sample render targets. *_per_pixel variations test value when fragment
80 sample. *_per_two_samples variations use OES_sample_shading, with sample
86 GL_SAMPLE_MASK. With single sample render targets gl_SampleMaskIn should not
91 [1, numSamples] set bits. In per sample cases, the gl_SampleMaskIn should only
93 bits (all but one invocation gets one sample, one invocation gets the other
104 to gl_SampleMask output variable. With single sample targets, writing to
106 color intensity should decrease. With multisample targets with sample count = 1,
111 With single sample render targets, writing to gl_SampleMask should have no