Home
last modified time | relevance | path

Searched refs:isDepth (Results 1 – 18 of 18) sorted by relevance

/external/skia/src/sksl/ir/
DSkSLType.h112 Type(SkString name, SpvDim_ dimensions, bool isDepth, bool isArrayed, bool isMultisampled, in Type() argument
117 , fIsDepth(isDepth) in Type()
217 bool isDepth() const { in isDepth() function
/external/swiftshader/src/OpenGL/libGL/
DTexture.h84 virtual bool isDepth(GLenum target, GLint level) const = 0;
142 virtual bool isDepth(GLenum target, GLint level) const;
194 virtual bool isDepth(GLenum target, GLint level) const;
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
DDevice.cpp525 …bool depthStencil = Image::isDepth(source->getInternalFormat()) || Image::isStencil(source->getInt… in stretchRect()
DlibGL.cpp2106 if(texture->isCompressed(target, 0) || texture->isDepth(target, 0)) in glGenerateMipmap()
/external/swiftshader/src/OpenGL/libGLESv2/
DTexture.h109 virtual bool isDepth(GLenum target, GLint level) const = 0;
182 virtual bool isDepth(GLenum target, GLint level) const;
240 virtual bool isDepth(GLenum target, GLint level) const;
302 virtual bool isDepth(GLenum target, GLint level) const;
DDevice.cpp583 …bool depthStencil = egl::Image::isDepth(source->getInternalFormat()) || egl::Image::isStencil(sour… in stretchRect()
661 …if(!source || !dest || egl::Image::isDepth(source->getInternalFormat()) || egl::Image::isStencil(s… in stretchCube()
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
DlibGLESv2.cpp2262 if(texture->isCompressed(target, 0) || texture->isDepth(target, 0)) in GenerateMipmap()
/external/swiftshader/src/OpenGL/libGLES_CM/
DTexture.h90 virtual bool isDepth(GLenum target, GLint level) const = 0;
157 virtual bool isDepth(GLenum target, GLint level) const;
DDevice.cpp410 …bool depthStencil = egl::Image::isDepth(source->getInternalFormat()) || egl::Image::isStencil(sour… in stretchRect()
DTexture.cpp700 bool Texture2D::isDepth(GLenum target, GLint level) const in isDepth() function in es1::Texture2D
DlibGLES_CM.cpp1767 if(texture->isCompressed(target, 0) || texture->isDepth(target, 0)) in GenerateMipmapOES()
/external/swiftshader/src/Renderer/
DSurface.hpp328 static bool isDepth(Format format);
DSurface.cpp1613 if(target || isDepth(format) || isStencil(format)) in pitchB()
1696 if(target || isDepth(format) || isStencil(format)) in sliceB()
2609 bool Surface::isDepth(Format format) in isDepth() function in sw::Surface
3408 return isDepth(external.format); in hasDepth()
/external/deqp/modules/gles31/functional/
Des31fTextureBorderClampTests.cpp471 const bool isDepth = isDepthFormat(format, mode); in isCoreFilterableFormat() local
477 if (isStencil || isDepth) in isCoreFilterableFormat()
1513 const bool isDepth = isDepthFormat(m_texFormat, m_sampleMode); in init() local
1518 if (isDepth || isFloat) in init()
/external/deqp/framework/opengl/simplereference/
DsglrReferenceContext.cpp3298 bool isDepth = attachments[attNdx] == (isFboBound ? GL_DEPTH_ATTACHMENT : GL_DEPTH); in invalidateSubFramebuffer() local
3302 RC_IF_ERROR(!isColor && !isDepth && !isStencil && !isDepthStencil, GL_INVALID_VALUE, RC_RET_VOID); in invalidateSubFramebuffer()
3305 if (isDepth || isDepthStencil) discardBuffers[1] = true; in invalidateSubFramebuffer()
3315 bool isDepth = ndx == 1; in invalidateSubFramebuffer() local
3318 isDepth ? getDepthMultisampleAccess(getDrawDepthbuffer()) : in invalidateSubFramebuffer()
3329 else if (isDepth) in invalidateSubFramebuffer()
/external/skia/src/sksl/
DSkSLSPIRVCodeGenerator.cpp1097 type.dimensions(), type.isDepth(), type.isArrayed(), in getType()