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    Searched defs:hasDepth (Results 1 - 10 of 10) sorted by null

  /external/deqp/modules/egl/
teglSimpleConfigCase.cpp 136 static bool hasDepth (const eglu::CandidateConfig& c) { return c.depthSize() > 0; }
173 { "depth", hasDepth },
teglCreateContextExtTests.cpp 1018 static bool hasDepth (const eglu::CandidateConfig& c) { return c.depthSize() > 0; }
1056 { "rgb565_depth_no_stencil", "RGB565 configs with depth and no stencil", colorBits<5, 6, 5, 0>, hasDepth, noStencil },
1057 { "rgb565_depth_stencil", "RGB565 configs with depth and stencil", colorBits<5, 6, 5, 0>, hasDepth, hasStencil },
1061 { "rgb888_depth_no_stencil", "RGB888 configs with depth and no stencil", colorBits<8, 8, 8, 0>, hasDepth, noStencil },
1062 { "rgb888_depth_stencil", "RGB888 configs with depth and stencil", colorBits<8, 8, 8, 0>, hasDepth, hasStencil },
1066 { "rgba4444_depth_no_stencil", "RGBA4444 configs with depth and no stencil", colorBits<4, 4, 4, 4>, hasDepth, noStencil },
1067 { "rgba4444_depth_stencil", "RGBA4444 configs with depth and stencil", colorBits<4, 4, 4, 4>, hasDepth, hasStencil },
1071 { "rgba5551_depth_no_stencil", "RGBA5551 configs with depth and no stencil", colorBits<5, 5, 5, 1>, hasDepth, noStencil },
1072 { "rgba5551_depth_stencil", "RGBA5551 configs with depth and stencil", colorBits<5, 5, 5, 1>, hasDepth, hasStencil },
1076 { "rgba8888_depth_no_stencil", "RGBA8888 configs with depth and no stencil", colorBits<8, 8, 8, 8>, hasDepth, noStencil }
    [all...]
  /external/deqp/modules/gles2/functional/
es2fRandomFragmentOpTests.cpp 97 bool hasDepth = renderTarget.getDepthBits() > 0;
103 dst.depthTestEnabled = hasDepth && src.depthTestEnabled;
es2fDepthStencilTests.cpp 383 bool hasDepth = renderTarget.depthBits > 0;
397 dst.state.depthTestEnabled = hasDepth && src.params.depthTestEnabled;
    [all...]
  /external/deqp/modules/gles3/functional/
es3fFboStencilbufferTests.cpp 161 const bool hasDepth = (m_attachDepth == GL_DEPTH_STENCIL || m_attachDepth == GL_DEPTH_ATTACHMENT);
217 glStencilFunc(GL_EQUAL, hasDepth ? 2 : 1, 0xffu);
224 glStencilFunc(GL_GREATER, hasDepth ? 1 : 2, 0xffu);
es3fRandomFragmentOpTests.cpp 97 bool hasDepth = renderTarget.getDepthBits() > 0;
103 dst.depthTestEnabled = hasDepth && src.depthTestEnabled;
es3fFboInvalidateTests.cpp 121 const bool hasDepth = depthBits > 0;
124 if (!hasDepth || !hasStencil || (stencilBits != 8))
    [all...]
es3fDepthStencilTests.cpp 383 bool hasDepth = renderTarget.depthBits > 0;
397 dst.state.depthTestEnabled = hasDepth && src.params.depthTestEnabled;
    [all...]
  /external/swiftshader/src/Renderer/
Surface.cpp     [all...]
  /external/deqp/external/vulkancts/modules/vulkan/renderpass/
vktRenderPassTests.cpp     [all...]

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