/external/swiftshader/src/OpenGL/libGLESv2/ |
D | utilities.cpp | 442 case GL_DEPTH32F_STENCIL8: in IsSizedInternalFormat() 652 case GL_DEPTH32F_STENCIL8: in ValidateReadPixelsFormatType() 663 case GL_DEPTH32F_STENCIL8: in ValidateReadPixelsFormatType() 701 case GL_DEPTH32F_STENCIL8: in ValidateReadPixelsFormatType() 711 case GL_DEPTH32F_STENCIL8: in ValidateReadPixelsFormatType() 842 format == GL_DEPTH32F_STENCIL8; in IsDepthTexture() 848 format == GL_DEPTH32F_STENCIL8 || in IsStencilTexture() 1160 case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: VALIDATE_INTERNALFORMAT(GL_DEPTH32F_STENCIL8) in ValidateTextureFormatType() 1461 case GL_DEPTH32F_STENCIL8: in IsColorRenderable() 1486 case GL_DEPTH32F_STENCIL8: in IsDepthRenderable() [all …]
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D | Framebuffer.cpp | 671 case GL_DEPTH32F_STENCIL8: return GL_FLOAT_32_UNSIGNED_INT_24_8_REV; in getDepthReadType()
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/external/deqp/modules/gles31/functional/ |
D | es31fStencilTexturingTests.cpp | 500 DE_ASSERT(format == GL_DEPTH32F_STENCIL8 || format == GL_DEPTH24_STENCIL8); in checkDepthStencilFormatSupport() 1013 …tGroup->addChild(new UploadTex2DCase (m_context, "depth32f_stencil8_2d", GL_DEPTH32F_STENCIL8)); in init() 1014 …addChild(new UploadTex2DArrayCase (m_context, "depth32f_stencil8_2d_array", GL_DEPTH32F_STENCIL8)); in init() 1015 …oup->addChild(new UploadTexCubeCase (m_context, "depth32f_stencil8_cube", GL_DEPTH32F_STENCIL8)); in init() 1031 …erGroup->addChild(new ClearTex2DCase (m_context, "depth32f_stencil8_clear", GL_DEPTH32F_STENCIL8)); in init() 1032 …erGroup->addChild(new RenderTex2DCase (m_context, "depth32f_stencil8_draw", GL_DEPTH32F_STENCIL8)); in init()
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D | es31fFboTestCase.cpp | 198 case GL_DEPTH32F_STENCIL8: in isRequiredFormat() 321 case GL_DEPTH32F_STENCIL8: in getMinimumSampleCount()
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D | es31fTextureBorderClampTests.cpp | 2370 { "depth32f_stencil8_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH }, in init() 2372 { "depth32f_stencil8_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL }, in init() 2452 { "float_depth_uint_stencil_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH }, in init() 2453 { "float_depth_uint_stencil_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL }, in init() 2545 { "float_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH, false }, in init() 2546 { "uint_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL, false }, in init() 2673 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 }, in init() 2727 { "depth32f_stencil8_sample_depth", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_DEPTH }, in init() 2728 { "depth32f_stencil8_sample_stencil", GL_DEPTH32F_STENCIL8, tcu::Sampler::MODE_STENCIL }, in init()
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D | es31fInternalFormatQueryTests.cpp | 423 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, FormatSamplesCase::FORMAT_DEPTH_STENCIL }, in init()
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D | es31fTextureFormatTests.cpp | 528 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8 }, in init()
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/external/deqp/modules/gles3/functional/ |
D | es3fFboTestCase.cpp | 193 case GL_DEPTH32F_STENCIL8: in isRequiredFormat() 310 case GL_DEPTH32F_STENCIL8: in getMinimumSampleCount()
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D | es3fFboCompletenessTests.cpp | 72 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8, 86 GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8,
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D | es3fInternalFormatQueryTests.cpp | 219 { "depth32f_stencil8", GL_DEPTH32F_STENCIL8, false }, in init()
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D | es3fFboStencilbufferTests.cpp | 250 GL_DEPTH32F_STENCIL8, in init()
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D | es3fRboStateQueryTests.cpp | 294 { GL_DEPTH32F_STENCIL8, 32, 8 }, in test()
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D | es3fFboDepthbufferTests.cpp | 323 GL_DEPTH32F_STENCIL8, in init()
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D | es3fFboMultisampleTests.cpp | 387 GL_DEPTH32F_STENCIL8, in init()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cStencilTexturingTests.cpp | 623 if (false == test(GL_DEPTH32F_STENCIL8, true)) in iterate() 631 if (false == test(GL_DEPTH32F_STENCIL8, false)) in iterate() 958 case GL_DEPTH32F_STENCIL8: in prepareSourceTexture() 1023 case GL_DEPTH32F_STENCIL8: in prepareSourceTextureData()
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D | gl3cTextureSwizzleTests.cpp | 1115 GL_DEPTH32F_STENCIL8, 1129 …{ glu::ApiType::core(4, 3), GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_… 3010 case GL_DEPTH32F_STENCIL8: in isTargetSuppByFormat() 3574 case GL_DEPTH32F_STENCIL8: in prepareSourceTexture() 3730 GL_RGB9_E5, GL_DEPTH32F_STENCIL8 }; in iterate()
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/external/deqp/external/openglcts/modules/gles31/ |
D | es31cTextureStorageMultisampleTexStorage2DMultisampleTests.cpp | 132 GL_DEPTH32F_STENCIL8 }; in iterate() 1079 const glw::GLenum internalformat_list[] = { GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8 }; in iterate() 1212 const glw::GLenum stencil_internalformats[] = { GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8 }; in iterate()
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D | es31cTextureStorageMultisampleTexStorage3DMultisampleTests.cpp | 61 …::GLint depth_stencil_renderable_internalformats[] = { GL_DEPTH24_STENCIL8, GL_DEPTH32F_STENCIL8 };
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/external/mesa3d/src/mesa/main/ |
D | glformats.c | 1299 case GL_DEPTH32F_STENCIL8: in _mesa_is_depthstencil_format() 1326 case GL_DEPTH32F_STENCIL8: in _mesa_is_depth_or_stencil_format() 2644 case GL_DEPTH32F_STENCIL8: in _mesa_base_tex_format() 2722 return GL_DEPTH32F_STENCIL8; in _mesa_es3_effective_internal_format_for_format_and_type() 3323 if (ctx->Version <= 20 || internalFormat != GL_DEPTH32F_STENCIL8) in _mesa_es3_error_check_format_and_type()
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D | texformat.c | 372 case GL_DEPTH32F_STENCIL8: in _mesa_choose_tex_format()
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/external/deqp/framework/opengl/ |
D | gluFboRenderContext.cpp | 123 GL_DEPTH32F_STENCIL8, in chooseDepthStencilFormat()
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D | gluTextureUtil.cpp | 220 case FMT_CASE(DS, FLOAT_UNSIGNED_INT_24_8_REV): return GL_DEPTH32F_STENCIL8; in getInternalFormat() 547 …case GL_DEPTH32F_STENCIL8: return TextureFormat(TextureFormat::DS, TextureFormat::FLOAT_UNSIGNED_… in mapGLInternalFormat() 1172 case GL_DEPTH32F_STENCIL8: in getRenderableBitsES3()
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/external/swiftshader/src/OpenGL/common/ |
D | Image.cpp | 133 case GL_DEPTH32F_STENCIL8: return GL_DEPTH_STENCIL; in GetBaseInternalFormat() 291 case GL_FLOAT_32_UNSIGNED_INT_24_8_REV: return GL_DEPTH32F_STENCIL8; in GetSizedInternalFormat() 324 case GL_DEPTH32F_STENCIL8: return sw::FORMAT_D32FS8_TEXTURE; in SelectInternalFormat()
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/external/deqp/external/openglcts/modules/common/ |
D | glcTextureRepeatModeTests.cpp | 332 …{ GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV… 420 …{ GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV…
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/external/virglrenderer/src/ |
D | vrend_formats.c | 90 …{ VIRGL_FORMAT_Z32_FLOAT_S8X24_UINT, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_…
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