Searched defs:hasDepth (Results 1 – 11 of 11) sorted by relevance
161 …const bool hasDepth = (m_attachDepth == GL_DEPTH_STENCIL || m_attachDepth == GL_DEPTH_ATTACHM… in render() local
97 bool hasDepth = renderTarget.getDepthBits() > 0; in translateState() local
383 bool hasDepth = renderTarget.depthBits > 0; in translateCommand() local
121 const bool hasDepth = depthBits > 0; in getCompatibleDepthStencilFormat() local
136 static bool hasDepth (const eglu::CandidateConfig& c) { return c.depthSize() > 0; } in hasDepth() function
1032 static bool hasDepth (const eglu::CandidateConfig& c) { return c.depthSize() > 0; } in hasDepth() function
637 …const bool hasDepth = access.getFormat().order == tcu::TextureFormat::DS || access.getFormat().or… in fillWithComponentGradients() local714 …const bool hasDepth = access.getFormat().order == tcu::TextureFormat::DS || access.getFormat().or… in fillWithGrid() local
754 …bool hasDepth = depthBuffer.getWidth() > 0 && depthBuffer.getHeight() > 0 && depthBuffer.… in render() local
1009 …const bool hasDepth = access.getFormat().order == tcu::TextureFormat::D || access.getFormat().ord… in clearToTextureInitialValue() local3368 bool hasDepth = !isEmpty(depthArea); in clear() local