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Searched refs:depthWriteMask (Results 1 – 7 of 7) sorted by relevance

/external/deqp/modules/gles2/functional/
Des2fDepthStencilTests.cpp106 bool depthWriteMask; member
114 , depthWriteMask (false) in DepthStencilParams()
149 " write mask = " << (params.depthWriteMask ? "true" : "false") << "\n" in operator <<()
301 renderCmd.params.depthWriteMask = true; in generateBaseClearAndDepthCommands()
330 cmd.params.depthWriteMask = false; in generateDepthVisualizeCommands()
404 dst.state.depthMask = src.params.depthWriteMask; in translateCommand()
457 glDepthMask(command.params.depthWriteMask ? GL_TRUE : GL_FALSE); in render()
777 params.depthWriteMask = rnd.getBool(); in randomDepthStencilState()
860 params.depthWriteMask = true; in init()
932 params.depthWriteMask = true; in init()
[all …]
Des2fRandomFragmentOpTests.cpp112 dst.depthMask = src.depthWriteMask; in translateState()
185 wrapper.glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE); in setGLState()
/external/deqp/modules/gles3/functional/
Des3fDepthStencilTests.cpp106 bool depthWriteMask; member
114 , depthWriteMask (false) in DepthStencilParams()
149 " write mask = " << (params.depthWriteMask ? "true" : "false") << "\n" in operator <<()
301 renderCmd.params.depthWriteMask = true; in generateBaseClearAndDepthCommands()
330 cmd.params.depthWriteMask = false; in generateDepthVisualizeCommands()
404 dst.state.depthMask = src.params.depthWriteMask; in translateCommand()
457 glDepthMask(command.params.depthWriteMask ? GL_TRUE : GL_FALSE); in render()
777 params.depthWriteMask = rnd.getBool(); in randomDepthStencilState()
860 params.depthWriteMask = true; in init()
932 params.depthWriteMask = true; in init()
[all …]
Des3fRandomFragmentOpTests.cpp112 dst.depthMask = src.depthWriteMask; in translateState()
185 wrapper.glDepthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE); in setGLState()
/external/deqp/modules/glshared/
DglsInteractionTestUtil.hpp91 bool depthWriteMask; member
108 , depthWriteMask (false) in RenderState()
DglsInteractionTestUtil.cpp187 state.depthWriteMask = rnd.getFloat() < depthWriteProbability; in computeRandomRenderState()
DglsFragOpInteractionCase.cpp256 ctx.depthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE); in setRenderState()