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Searched refs:setDepthRange (Results 1 – 11 of 11) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DStateManagerGL.h200 void setDepthRange(float near, float far);
DStateManagerGL.cpp1130 void StateManagerGL::setDepthRange(float near, float far) in setDepthRange() function in rx::StateManagerGL
1833 setDepthRange(state.getNearPlane(), state.getFarPlane()); in syncState()
2832 setDepthRange(state->depthRage[0], state->depthRage[1]); in restoreNativeContext()
DBlitGL.cpp87 stateManager->setDepthRange(0.0f, 1.0f); in enter()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/egl/gbm/
DDisplayGbm.cpp680 sm->setDepthRange(0, 1); in drawWithTexture()
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
DContext.h426 void setDepthRange(float zNear, float zFar);
DContext.cpp408 void Context::setDepthRange(float zNear, float zFar) in setDepthRange() function in es2::Context
DlibGLESv2.cpp1369 context->setDepthRange(zNear, zFar); in DepthRangef()
/third_party/skia/third_party/externals/angle2/src/libANGLE/
DContext_gles_1_0.cpp111 mState.setDepthRange(clamp01(ConvertFixedToFloat(n)), clamp01(ConvertFixedToFloat(f))); in depthRangex()
DState.h174 void setDepthRange(float zNear, float zFar);
DState.cpp868 void State::setDepthRange(float zNear, float zFar) in setDepthRange() function in gl::State
DContext.cpp5505 mState.setDepthRange(clamp01(zNear), clamp01(zFar)); in depthRangef()