/external/skia/src/sksl/ir/ |
D | SkSLType.h | 112 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
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/external/swiftshader/src/OpenGL/libGL/ |
D | Texture.h | 84 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;
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D | Texture.cpp | 561 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
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D | Device.cpp | 525 …bool depthStencil = Image::isDepth(source->getInternalFormat()) || Image::isStencil(source->getInt… in stretchRect()
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D | libGL.cpp | 2106 if(texture->isCompressed(target, 0) || texture->isDepth(target, 0)) in glGenerateMipmap()
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Texture.h | 109 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;
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D | Device.cpp | 583 …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()
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D | Texture.cpp | 901 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
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D | libGLESv2.cpp | 2262 if(texture->isCompressed(target, 0) || texture->isDepth(target, 0)) in GenerateMipmap()
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
D | Texture.h | 90 virtual bool isDepth(GLenum target, GLint level) const = 0; 157 virtual bool isDepth(GLenum target, GLint level) const;
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D | Device.cpp | 410 …bool depthStencil = egl::Image::isDepth(source->getInternalFormat()) || egl::Image::isStencil(sour… in stretchRect()
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D | Texture.cpp | 700 bool Texture2D::isDepth(GLenum target, GLint level) const in isDepth() function in es1::Texture2D
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D | libGLES_CM.cpp | 1767 if(texture->isCompressed(target, 0) || texture->isDepth(target, 0)) in GenerateMipmapOES()
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/external/swiftshader/src/Renderer/ |
D | Surface.hpp | 328 static bool isDepth(Format format);
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D | Surface.cpp | 1613 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()
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/external/deqp/modules/gles31/functional/ |
D | es31fTextureBorderClampTests.cpp | 471 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()
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/external/deqp/framework/opengl/simplereference/ |
D | sglrReferenceContext.cpp | 3298 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()
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/external/skia/src/sksl/ |
D | SkSLSPIRVCodeGenerator.cpp | 1097 type.dimensions(), type.isDepth(), type.isArrayed(), in getType()
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