Searched refs:m_depthStencilBuffer (Results 1 – 5 of 5) sorted by relevance
/external/deqp/framework/opengl/ |
D | gluFboRenderContext.cpp | 127 , m_depthStencilBuffer (0) in FboRenderContext() 145 , m_depthStencilBuffer (0) in FboRenderContext() 178 DE_ASSERT(m_framebuffer == 0 && m_colorBuffer == 0 && m_depthStencilBuffer == 0); in createFramebuffer() 223 gl.genRenderbuffers(1, &m_depthStencilBuffer); in createFramebuffer() 224 gl.bindRenderbuffer(GL_RENDERBUFFER, m_depthStencilBuffer); in createFramebuffer() 241 if (m_depthStencilBuffer) in createFramebuffer() 244 …ramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); in createFramebuffer() 247 …mebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_depthStencilBuffer); in createFramebuffer() 271 if (m_depthStencilBuffer) in destroyFramebuffer() 273 gl.deleteRenderbuffers(1, &m_depthStencilBuffer); in destroyFramebuffer() [all …]
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D | gluFboRenderContext.hpp | 65 deUint32 m_depthStencilBuffer; member in glu::FboRenderContext
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/external/deqp/framework/platform/ios/ |
D | tcuIOSPlatform.mm | 192 , m_depthStencilBuffer (*this) 252 gl.bindRenderbuffer(GL_RENDERBUFFER, *m_depthStencilBuffer); 267 …amebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *m_depthStencilBuffer); 270 …ebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *m_depthStencilBuffer);
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D | tcuIOSPlatform.hh | 124 glu::Renderbuffer m_depthStencilBuffer; member in tcu::ios::ScreenContext
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/external/deqp/modules/gles3/functional/ |
D | es3fFboRenderTest.cpp | 146 deUint32 getDepthStencilBuffer (void) const { return m_depthStencilBuffer; } in getDepthStencilBuffer() 159 deUint32 m_depthStencilBuffer; member in deqp::gles3::Functional::Framebuffer 254 , m_depthStencilBuffer (0) in Framebuffer() 286 …case GL_TEXTURE_2D: m_depthStencilBuffer = createTex2D(depthStencilBufferName, m_config.depthSten… in Framebuffer() 287 …case GL_RENDERBUFFER: m_depthStencilBuffer = createRbo(depthStencilBufferName, m_config.depthStenc… in Framebuffer() 303 …context.framebufferTexture2D(GL_FRAMEBUFFER, point, GL_TEXTURE_2D, m_depthStencilBuffer, 0); break; in Framebuffer() 304 …ntext.framebufferRenderbuffer(GL_FRAMEBUFFER, point, GL_RENDERBUFFER, m_depthStencilBuffer); break; in Framebuffer() 321 destroyBuffer(m_depthStencilBuffer, m_config.depthStencilType); in ~Framebuffer()
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