HomeSort by relevance Sort by last modified time
    Searched refs:GL_ALWAYS (Results 1 - 25 of 149) sorted by null

1 2 3 4 5 6

  /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));
es2fDepthRangeTests.cpp 78 case GL_ALWAYS: return true;
195 glDepthFunc(GL_ALWAYS);
337 glDepthFunc(GL_ALWAYS);
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));
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);
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);
es3fFboMultisampleTests.cpp 145 glDepthFunc(GL_ALWAYS);
147 glStencilFunc(GL_ALWAYS, 0, 0xffu);
  /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);
  /external/mesa3d/src/mesa/drivers/dri/i965/
intel_state.c 64 case GL_ALWAYS:
89 case GL_ALWAYS:
  /external/mesa3d/src/mesa/drivers/dri/i915/
intel_state.c 56 case GL_ALWAYS:
82 case GL_ALWAYS:
  /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);
  /external/mesa3d/src/mesa/main/
depth.c 78 case GL_ALWAYS:
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;
  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nouveau_gldefs.h 147 case GL_ALWAYS:
nv04_state_raster.c 53 case GL_ALWAYS:
  /external/mesa3d/src/mesa/swrast/
s_alpha.c 98 if (ctx->Color.AlphaFunc == GL_ALWAYS) {
  /frameworks/rs/driver/
rsdProgramStore.cpp 51 drv->depthFunc = GL_ALWAYS;
  /external/deqp/modules/gles2/performance/
es2pStateChangeCallTests.cpp 225 GL_ALWAYS,
529 GL_ALWAYS,
668 GL_ALWAYS,
  /external/deqp/modules/gles3/performance/
es3pStateChangeCallTests.cpp 260 GL_ALWAYS,
591 GL_ALWAYS,
730 GL_ALWAYS,
  /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;

Completed in 696 milliseconds

1 2 3 4 5 6