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  /external/libgdx/backends/gdx-backend-lwjgl3/src/com/badlogic/gdx/backends/lwjgl3/
Lwjgl3Graphics.java 106 bufferFormat = new BufferFormat(config.r, config.g, config.b, config.a, config.depth, config.stencil,
Lwjgl3GL30.java 454 public void glClearBufferfi (int buffer, int drawbuffer, float depth, int stencil) {
455 GL30.glClearBufferfi(buffer, drawbuffer, depth, stencil);
Lwjgl3Application.java 348 GLFW.glfwWindowHint(GLFW.GLFW_STENCIL_BITS, config.stencil);
  /external/mesa3d/src/mesa/state_tracker/
st_cb_drawpixels.c 191 * stencil value value, then writes to FRAG_RESULT_DEPTH/FRAG_RESULT_STENCIL.
252 /* TEX result.stencil, fragment.texcoord[0], texture[0], 2D; */
710 /* Stencil writing bypasses the normal fragment pipeline to
711 * disable color writing and set stencil test to always pass.
716 /* depth/stencil */
718 dsa.stencil[0].enabled = 1;
719 dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
720 dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
721 dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE
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  /external/libgdx/backends/gdx-backend-lwjgl/src/com/badlogic/gdx/backends/lwjgl/
LwjglGL30.java 452 public void glClearBufferfi (int buffer, int drawbuffer, float depth, int stencil) {
453 GL30.glClearBufferfi(buffer, drawbuffer, depth, stencil);
  /external/skia/src/gpu/vk/
GrVkGpu.cpp 702 GrVkStencilAttachment* stencil(GrVkStencilAttachment::Create(this,
709 return stencil;
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  /frameworks/native/opengl/tools/glgen/specs/gles11/
GLES30.spec 66 void glClearBufferfi ( GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil )
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3dx9core.h 496 D3DFORMAT format, WINBOOL stencil, D3DFORMAT stencil_format, struct ID3DXRenderToEnvMap **rtem);
498 D3DFORMAT format, WINBOOL stencil, D3DFORMAT stencil_format, struct ID3DXRenderToSurface **rts);
  /external/deqp/modules/gles3/functional/
es3fFramebufferBlitTests.cpp 531 // Clear depth to 1 and stencil to 0.
535 // Fill source with gradient, depth = [-1..1], stencil = 7
545 // Fill destination with grid pattern, depth = 0 and stencil = 1
586 // Render green color where stencil == 6.
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/
GL30.java     [all...]
  /external/mesa3d/src/gallium/drivers/svga/include/
svga3d_reg.h 1226 uint32 stencil; member in struct:__anon19248
    [all...]
  /external/mesa3d/src/mesa/
sources.mak 83 $(SRCDIR)main/stencil.c \
  /external/skia/src/gpu/batches/
GrDefaultPathRenderer.cpp 34 // Stencil rules for paths
46 // ok not to check clip b/c stencil pass only wrote inside clip
66 // when we have separate stencil we increment front faces / decrement back faces
67 // when we don't have wrap incr and decr we use the stencil test to simulate
80 // we can't avoid touching the stencil on both passing and
91 // stencil. First we draw the front faces and inc, then we draw the back faces
126 // Color passes are the same whether we use the two-sided stencil or two passes
144 ////// Normal render to stencil
146 // Sometimes the default path renderer can draw a path directly to the stencil
159 #define STENCIL_OFF 0 // Always disable stencil (even when needed
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  /external/deqp/framework/opengl/simplereference/
sglrReferenceContext.cpp     [all...]
sglrReferenceContext.hpp 138 tcu::ConstPixelBufferAccess m_effectiveAccess[MAX_TEXTURE_SIZE_LOG2]; //!< the currently effective sampling mode. For Depth-stencil texture always either Depth or stencil.
664 virtual void clearStencil (int stencil);
670 virtual void clearBufferfi (deUint32 buffer, int drawbuffer, float depth, int stencil);
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sglrContextWrapper.hpp 253 void glClearBufferfi (deUint32 buffer, int drawbuffer, float depth, int stencil);
  /external/libgdx/gdx/jni/iosgl/
iosgl30.cpp 694 (JNIEnv *env, jobject, jint buffer, jint drawbuffer, jfloat depth, jint stencil) {
695 glClearBufferfi(buffer, drawbuffer, depth, stencil);
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/profiling/
GL30Profiler.java     [all...]
  /development/ndk/platforms/android-18/samples/gles3jni/jni/
gl3stub.c 299 GL_APICALL void (* GL_APIENTRY glClearBufferfi) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
gl3stub.h 444 extern GL_APICALL void (* GL_APIENTRY glClearBufferfi) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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  /development/ndk/sources/android/ndk_helper/
gl3stub.c 386 GLint stencil );
gl3stub.h 454 extern GL_APICALL void (* GL_APIENTRY glClearBufferfi) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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  /external/deqp/modules/glshared/
glsFragOpInteractionCase.cpp 242 const StencilState& sParams = state.stencil[face];
  /external/mesa3d/src/gallium/drivers/nvc0/
nvc0_state_validate.c 438 !nvc0->zsa->pipe.depth.enabled && !nvc0->zsa->pipe.stencil[0].enabled;
  /external/skia/src/gpu/text/
GrStencilAndCoverTextContext.cpp 591 *pipelineBuilder->stencil() = kStencilPass;

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