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  /external/swiftshader/src/OpenGL/libGLESv2/
Context.cpp 355 void Context::setClearStencil(int stencil)
357 mState.stencilClearValue = stencil;
3424 int stencil = mState.stencilClearValue & 0x000000FF; local
3514 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); local
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Context.h 444 void setClearStencil(int stencil);
  /external/deqp/external/vulkancts/modules/vulkan/renderpass/
vktRenderPassTests.cpp 975 stream << "stencil: " << value.depthStencil.stencil;
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vktRenderPassMultisampleTests.cpp 234 TCU_THROW(NotSupportedError, "Format can't be used as depth stencil attachment");
1661 const deUint32 stencil = sampleNdx + 1u; local
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  /external/mesa3d/src/amd/common/
ac_nir_to_llvm.c 4354 LLVMValueRef depth = NULL, stencil = NULL, samplemask = NULL; local
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  /external/mesa3d/src/gallium/drivers/radeon/
r600_texture.c 64 /* Depth-stencil surfaces:
212 bpe = 4; /* stencil is allocated separately on evergreen */
1006 /* don't include stencil-only formats which we don't support for rendering */
1850 uint8_t stencil = 0; local
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  /external/swiftshader/src/Renderer/
Renderer.cpp 479 data->stencil[0] = stencil;
480 data->stencil[1] = stencilCCW;
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  /external/skia/src/gpu/gl/
GrGLGpu.cpp 370 // We do use separate stencil. Our algorithms don't care which face is front vs. back so
1712 GrGLStencilAttachment* stencil = new GrGLStencilAttachment(this, local
1842 GrStencilSettings stencil; local
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  /external/mesa3d/src/amd/vulkan/
radv_device.c     [all...]
  /external/mesa3d/src/gallium/drivers/swr/rasterizer/core/
api.cpp 916 // have to check for the special case where depth/stencil test is enabled but depthwrite is disabled.
928 // for stencil we have to check the double sided state as well
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  /external/deqp/external/openglcts/modules/gl/
gl4cDirectStateAccessTests.hpp     [all...]
  /external/deqp/framework/opengl/simplereference/
sglrContextWrapper.hpp 253 void glClearBufferfi (deUint32 buffer, int drawbuffer, float depth, int stencil);
  /external/deqp/modules/glshared/
glsFragOpInteractionCase.cpp 242 const StencilState& sParams = state.stencil[face];
  /external/mesa3d/src/amd/addrlib/
addrinterface.h 434 UINT_32 depth : 1; ///< Flag indicates this is a depth/stencil buffer
435 UINT_32 stencil : 1; ///< Flag indicates this is a stencil buffer member in struct:_ADDR_SURFACE_FLAGS::__anon29103
444 UINT_32 noStencil : 1; ///< Flag indicates this depth has no separate stencil
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  /external/mesa3d/src/mesa/main/
fbobject.c 344 * STENCIL, identifying the stencil buffer."
353 * depth buffer, or the stencil buffer, and <pname> may be
559 /* do stencil attachment here (depth already done above) */
569 /* detach stencil (depth was detached above) */
621 * Return true if the framebuffer has a combined depth/stencil
629 const struct gl_renderbuffer_attachment *stencil = local
632 if (depth->Type == stencil->Type) {
634 depth->Renderbuffer == stencil->Renderbuffer)
638 depth->Texture == stencil->Texture
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  /external/swiftshader/src/OpenGL/libGL/
Context.cpp 336 void Context::setClearStencil(int stencil)
338 mState.stencilClearValue = stencil;
2392 int stencil = mState.stencilClearValue & 0x000000FF; local
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Context.h 518 void setClearStencil(int stencil);
  /external/swiftshader/src/OpenGL/libGLES_CM/
Context.cpp 365 void Context::setClearStencil(int stencil)
367 mState.stencilClearValue = stencil;
2688 int stencil = mState.stencilClearValue & 0x000000FF; local
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  /frameworks/base/libs/hwui/
GlopBuilder.cpp 614 // the stencil buffer and if stencil highlight debugging is on
618 mRenderState.stencil().isTestEnabled();
  /frameworks/base/opengl/java/android/opengl/
GLES30.java     [all...]
  /prebuilts/ndk/r16/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/framework/common/
tcuTexture.cpp     [all...]
tcuTextureUtil.cpp 221 // It is never allowed to access combined depth-stencil format with getPixel().
222 // Instead either getPixDepth() or getPixStencil(), or effective depth- or stencil-
429 Vec4(0.0f, 0.0f, 0.0f, 0.0f)); // Depth / stencil formats.
788 void clearStencil (const PixelBufferAccess& access, int stencil)
792 clear(getEffectiveDepthStencilAccess(access, Sampler::MODE_STENCIL), tcu::UVec4(stencil, 0u, 0u, 0u));
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  /external/ImageMagick/MagickCore/
xwindow.c 568 if (annotate_info->stencil == ForegroundStencil)
597 if ((annotate_info->stencil == ForegroundStencil) ||
598 (annotate_info->stencil == OpaqueStencil))
612 if (annotate_info->stencil == BackgroundStencil)
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