Searched refs:multisample (Results 1 – 25 of 61) sorted by relevance
123
... attachment_combinations.tex_tex_tex_tex 57dEQP-GLES2.functional.multisample.common_edge_big_quad 58dEQP-GLES2.functional.multisample ...
32 + Rendering to every supported multisample texture sample count / format58 Since the tests analyze the resolved multisample image when rendering to the60 multisample buffers with a box filter (simple average) may result in false63 multisample texture do not use an implementation defined multisample resolution
38 + Rendering to every supported multisample texture sample count / format77 mask operations are multisample operations and should not have effect with100 OES_sample_shading. Tests render to a multisample texture, encode105 gl_SampleMask should have no effect. With multisample targets the result image106 color intensity should decrease. With multisample targets with sample count = 1,110 SAMPLE_MASK. With multisample render targets, all fragments should be discarded.
40 + Rendering to every supported multisample texture sample count / format60 interpolateAtSample() with a non-multisample render target with any sample index
54 dEQP-GLES31.functional.multisample.default_framebuffer.sample_position55 dEQP-GLES31.functional.multisample.default_framebuffer.sample_mask_sum_of_inverses56 dEQP-GLES31.functional.multisample.default_framebuffer.proportionality_sample_mask57 dEQP-GLES31.functional.multisample.default_framebuffer.constancy_sample_mask58 dEQP-GLES31.functional.multisample.default_framebuffer.constancy_alpha_to_coverage_sample_mask59 dEQP-GLES31.functional.multisample.default_framebuffer.constancy_sample_coverage_sample_mask60 dEQP-GLES31.functional.multisample.default_framebuffer.constancy_alpha_to_coverage_sample_coverage_…61 dEQP-GLES31.functional.multisample.default_framebuffer.sample_mask_non_effective_bits
66 multisample.c \141 multisample.obj,\250 multisample.obj : multisample.c
111 The OpenGL 1.3 specification allows the multisample and texture compression112 features to essentially be no-ops. For example, if you query for multisample
10 dEQP-GLES31.functional.multisample.*
23 dEQP-GLES3.functional.multisample.default_framebuffer.*
115 …& p2, const tcu::IVec2& pixel, const tcu::IVec2& viewportSize, int subpixelBits, bool multisample);
572 …mitiveNdx, const tcu::IVec2 pixel, const tcu::IVec2 viewportSize, bool multisample, int subpixelBi… in interpolate()576 const float testSquareSize = (multisample) ? (1.0f) : (2.0f / (float)(1UL << subpixelBits)); in interpolate()577 const float testSquarePos = (multisample) ? (0.0f) : (0.5f - testSquareSize / 2); in interpolate()613 …mitiveNdx, const tcu::IVec2 pixel, const tcu::IVec2 viewportSize, bool multisample, int subpixelBi… in interpolate()615 DE_ASSERT(multisample); in interpolate()616 DE_UNREF(multisample); in interpolate()2047 …4& p2, const tcu::IVec2& pixel, const tcu::IVec2& viewportSize, int subpixelBits, bool multisample) in calculateTriangleCoverage() argument2052 …const deUint64 pixelHitBoxSize = (multisample) ? (numSubPixels) : (2+2); //!< allow 4 centra… in calculateTriangleCoverage()2151 const I64Vec2* const corners = (multisample) ? (pixelCorners) : (pixelCenterCorners); in calculateTriangleCoverage()
31 + Invalidating multisample framebuffer objects
25 + Creating framebuffer objects with multisample color, depth and stencil buffers
68 * Color, depth, stencil and multisample bits
89 rast->multisampleantialias = templ->multisample; in svga_create_rasterizer_state()
99 unsigned multisample:1; /* XXX maybe more ms state in future */ member
234 raster->multisample = 1; in update_raster_state()
8 multisample state, scissoring and flat/smooth shading.233 multisample
9796 dEQP-GLES31.functional.texture.multisample.samples_1.sample_position9797 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_color_2d9798 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_color_2d_array9799 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_int_2d9800 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_int_2d_array9801 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_uint_2d9802 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_uint_2d_array9803 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_depth_2d9804 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_depth_2d_array9805 dEQP-GLES31.functional.texture.multisample.samples_2.sample_position[all …]
9933 dEQP-GLES31.functional.texture.multisample.samples_1.sample_position9934 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_color_2d9935 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_color_2d_array9936 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_int_2d9937 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_int_2d_array9938 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_uint_2d9939 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_uint_2d_array9940 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_depth_2d9941 dEQP-GLES31.functional.texture.multisample.samples_1.use_texture_depth_2d_array9942 dEQP-GLES31.functional.texture.multisample.samples_2.sample_position[all …]