/external/deqp/modules/gles2/functional/ |
es2fStencilTests.cpp | 134 StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP) 431 dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); 436 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP)); 440 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE)); 449 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)); 460 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)); 469 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP)); 475 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP)); 482 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KEEP)) [all...] |
es2fDepthTests.cpp | 218 context.depthFunc(GL_ALWAYS); 226 context.depthFunc(GL_ALWAYS); 234 context.depthFunc(GL_ALWAYS); 242 context.depthFunc(GL_ALWAYS); 265 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS));
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es2fDepthRangeTests.cpp | 78 case GL_ALWAYS: return true; 195 glDepthFunc(GL_ALWAYS); 337 glDepthFunc(GL_ALWAYS);
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es2fDepthStencilTests.cpp | 300 renderCmd.params.depthFunc = GL_ALWAYS; 732 GL_ALWAYS, 790 { "always", GL_ALWAYS }, 881 params.stencil[notVisible].function = GL_ALWAYS; 952 params.stencil[notVisible].function = GL_ALWAYS; [all...] |
es2fIntegerStateQueryTests.cpp | 785 const GLenum depthFunctions[] = {GL_NEVER, GL_ALWAYS, GL_LESS, GL_LEQUAL, GL_EQUAL, GL_GREATER, GL_GEQUAL, GL_NOTEQUAL}; [all...] |
/external/deqp/modules/gles3/functional/ |
es3fStencilTests.cpp | 137 StencilOp (Type type_, GLenum stencilTest_ = GL_ALWAYS, int stencil_ = 0, GLenum depthTest_ = GL_ALWAYS, float depth_ = 1.0f, GLenum sFail_ = GL_KEEP, GLenum dFail_ = GL_KEEP, GLenum dPass_ = GL_KEEP) 434 dst.push_back(StencilOp::quad(GL_NEVER, targetStencil, GL_ALWAYS, 0.0f, GL_REPLACE, GL_KEEP, GL_KEEP)); 439 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.5f, GL_KEEP, GL_REPLACE, GL_KEEP)); 443 dst.push_back(StencilOp::quad(GL_ALWAYS, targetStencil, GL_LESS, 0.0f, GL_KEEP, GL_KEEP, GL_REPLACE)); 452 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR, GL_KEEP, GL_KEEP)); 463 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR, GL_KEEP, GL_KEEP)); 472 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_INCR_WRAP, GL_KEEP, GL_KEEP)); 478 dst.push_back(StencilOp::quad(GL_EQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_DECR_WRAP, GL_KEEP, GL_KEEP)); 485 dst.push_back(StencilOp::quad(GL_NOTEQUAL, targetStencil, GL_ALWAYS, 0.0f, GL_ZERO, GL_KEEP, GL_KEEP)) [all...] |
es3fDepthTests.cpp | 221 context.depthFunc(GL_ALWAYS); 229 context.depthFunc(GL_ALWAYS); 237 context.depthFunc(GL_ALWAYS); 245 context.depthFunc(GL_ALWAYS); 268 addChild(new DepthCompareCase(m_context, "cmp_always", "Always pass depth test", GL_ALWAYS));
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es3fFboInvalidateTests.cpp | 157 glStencilFunc (GL_ALWAYS, 1, 0xff); 180 glDepthFunc(GL_ALWAYS); 244 glStencilFunc (GL_ALWAYS, 1, 0xff); 272 glDepthFunc(GL_ALWAYS); 323 glStencilFunc (GL_ALWAYS, 1, 0xff); 402 glStencilFunc (GL_ALWAYS, 1, 0xff); 506 glStencilFunc (GL_ALWAYS, 1, 0xff); 529 glDepthFunc(GL_ALWAYS); 626 glStencilFunc (GL_ALWAYS, 1, 0xff); 753 glStencilFunc (GL_ALWAYS, 1, 0xff) [all...] |
es3fFboStencilbufferTests.cpp | 108 glStencilFunc(GL_ALWAYS, 0, 0xffu); 205 glStencilFunc(GL_ALWAYS, 0, 0xffu);
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es3fDepthStencilTests.cpp | 300 renderCmd.params.depthFunc = GL_ALWAYS; 732 GL_ALWAYS, 790 { "always", GL_ALWAYS }, 881 params.stencil[notVisible].function = GL_ALWAYS; 952 params.stencil[notVisible].function = GL_ALWAYS; [all...] |
es3fFboDepthbufferTests.cpp | 201 glDepthFunc(GL_ALWAYS); 287 glDepthFunc(GL_ALWAYS);
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es3fFboMultisampleTests.cpp | 145 glDepthFunc(GL_ALWAYS); 147 glStencilFunc(GL_ALWAYS, 0, 0xffu);
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/frameworks/base/libs/hwui/renderstate/ |
Stencil.cpp | 89 glStencilFunc(GL_ALWAYS, 1, 0xff); 93 glStencilFunc(GL_ALWAYS, STENCIL_WRITE_VALUE, STENCIL_MASK_VALUE); 114 glStencilFunc(GL_ALWAYS, 0x1, 0xffffffff);
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
intel_state.c | 64 case GL_ALWAYS: 89 case GL_ALWAYS:
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/external/mesa3d/src/mesa/drivers/dri/i915/ |
intel_state.c | 56 case GL_ALWAYS: 82 case GL_ALWAYS:
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/external/mesa3d/src/mesa/state_tracker/ |
st_atom_depth.c | 62 STATIC_ASSERT(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER); 64 assert(func <= GL_ALWAYS);
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/external/mesa3d/src/mesa/main/ |
depth.c | 78 case GL_ALWAYS:
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stencil.c | 88 case GL_ALWAYS: 558 ctx->Stencil.Function[0] = GL_ALWAYS; 559 ctx->Stencil.Function[1] = GL_ALWAYS; 560 ctx->Stencil.Function[2] = GL_ALWAYS;
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/external/mesa3d/src/mesa/drivers/dri/nouveau/ |
nouveau_gldefs.h | 147 case GL_ALWAYS:
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nv04_state_raster.c | 53 case GL_ALWAYS:
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/external/mesa3d/src/mesa/swrast/ |
s_alpha.c | 98 if (ctx->Color.AlphaFunc == GL_ALWAYS) {
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/frameworks/rs/driver/ |
rsdProgramStore.cpp | 51 drv->depthFunc = GL_ALWAYS;
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/external/deqp/modules/gles2/performance/ |
es2pStateChangeCallTests.cpp | 225 GL_ALWAYS, 529 GL_ALWAYS, 668 GL_ALWAYS,
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/external/deqp/modules/gles3/performance/ |
es3pStateChangeCallTests.cpp | 260 GL_ALWAYS, 591 GL_ALWAYS, 730 GL_ALWAYS,
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
utilities.cpp | 530 case GL_ALWAYS: return sw::DEPTH_ALWAYS; 548 case GL_ALWAYS: return sw::STENCIL_ALWAYS; 566 case GL_ALWAYS: return sw::ALPHA_ALWAYS;
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