Searched refs:isDiscarded (Results 1 – 5 of 5) sorted by relevance
163 bool isDiscarded; member in deqp::gls::ShaderEvalContext166 inline void discard (void) { isDiscarded = true; } in discard()
265 , isDiscarded (false) in ShaderEvalContext()301 isDiscarded = false; in reset()656 DE_ASSERT(!evalCtx.isDiscarded); // Discard is not available in vertex shader. in computeVertexReference()740 Vec4 color = evalCtx.isDiscarded ? m_clearColor : evalCtx.color; in computeFragmentReference()
149 bool isDiscarded; member in vkt::sr::ShaderEvalContext152 inline void discard (void) { isDiscarded = true; } in discard()
305 , isDiscarded (false) in ShaderEvalContext()344 isDiscarded = false; in reset()1760 DE_ASSERT(!evalCtx.isDiscarded); // Discard is not available in vertex shader. in computeVertexReference()1844 tcu::Vec4 color = evalCtx.isDiscarded ? m_clearColor : evalCtx.color; in computeFragmentReference()
1214 const bool isDiscarded = (m_boundTarget == GL_FRAMEBUFFER) || in render() local1217 …const bool isColorDiscarded = isDiscarded && hasAttachment(m_invalidateAttachments, GL_COLOR… in render()1218 …const bool isDepthDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_DEPT… in render()1219 …const bool isStencilDiscarded = isDiscarded && (hasAttachment(m_invalidateAttachments, GL_ST… in render()