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Searched defs:isDepth (Results 1 – 7 of 7) sorted by relevance

/external/skia/src/sksl/ir/
DSkSLType.h112 Type(SkString name, SpvDim_ dimensions, bool isDepth, bool isArrayed, bool isMultisampled, in Type()
217 bool isDepth() const { in isDepth() function
/external/swiftshader/src/OpenGL/libGL/
DTexture.cpp561 bool Texture2D::isDepth(GLenum target, GLint level) const in isDepth() function in gl::Texture2D
881 bool TextureCubeMap::isDepth(GLenum target, GLint level) const in isDepth() function in gl::TextureCubeMap
/external/swiftshader/src/OpenGL/libGLESv2/
DTexture.cpp901 bool Texture2D::isDepth(GLenum target, GLint level) const in isDepth() function in es2::Texture2D
1270 bool TextureCubeMap::isDepth(GLenum target, GLint level) const in isDepth() function in es2::TextureCubeMap
1871 bool Texture3D::isDepth(GLenum target, GLint level) const in isDepth() function in es2::Texture3D
/external/swiftshader/src/OpenGL/libGLES_CM/
DTexture.cpp700 bool Texture2D::isDepth(GLenum target, GLint level) const in isDepth() function in es1::Texture2D
/external/deqp/modules/gles31/functional/
Des31fTextureBorderClampTests.cpp471 const bool isDepth = isDepthFormat(format, mode); in isCoreFilterableFormat() local
1513 const bool isDepth = isDepthFormat(m_texFormat, m_sampleMode); in init() local
/external/deqp/framework/opengl/simplereference/
DsglrReferenceContext.cpp3298 bool isDepth = attachments[attNdx] == (isFboBound ? GL_DEPTH_ATTACHMENT : GL_DEPTH); in invalidateSubFramebuffer() local
3315 bool isDepth = ndx == 1; in invalidateSubFramebuffer() local
/external/swiftshader/src/Renderer/
DSurface.cpp2609 bool Surface::isDepth(Format format) in isDepth() function in sw::Surface