Searched refs:depthStencil (Results 1 – 2 of 2) sorted by relevance
69 const GLbitfield depthStencil = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; in st_BlitFramebuffer_resolve() local90 if (mask & depthStencil) { in st_BlitFramebuffer_resolve()148 const GLbitfield depthStencil = (GL_DEPTH_BUFFER_BIT | in st_BlitFramebuffer() local264 if (mask & depthStencil) { in st_BlitFramebuffer()291 if ((mask & depthStencil) == depthStencil && in st_BlitFramebuffer()
692 …TextureLevel depthStencil (TextureFormat(TextureFormat::DS, TextureFormat::FLOAT_UNSIGNED_INT_24_8… in runCase() local703 clearDepth (depthStencil.getAccess(), 0.0f); in runCase()704 clearStencil (depthStencil.getAccess(), 0); in runCase()754 …cess dsAccess = rr::MultisamplePixelBufferAccess::fromMultisampleAccess(depthStencil.getAccess()); in runCase()782 TextureLevel resolvedDepthStencil (depthStencil.getFormat(), width, height); // For debugging in runCase()785 const ConstPixelBufferAccess dsAccess = depthStencil.getAccess(); in runCase()795 …tAccess(), rr::MultisampleConstPixelBufferAccess::fromMultisampleAccess(depthStencil.getAccess())); in runCase()