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Searched refs:stencilBackPassDepthFail (Results 1 – 16 of 16) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp404 depthStencilState.stencilBackPassDepthFail, in setBlendDepthRasterStates()
601 GLenum stencilBackPassDepthFail, in setStencilOpsBack() argument
609 gl_d3d9::ConvertStencilOp(stencilBackPassDepthFail)); in setStencilOpsBack()
614 mCurDepthStencilState.stencilBackPassDepthFail = stencilBackPassDepthFail; in setStencilOpsBack()
DStateManager9.h100 GLenum stencilBackPassDepthFail,
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
DContext.cpp88 mState.stencilBackPassDepthFail = GL_KEEP; in Context()
540 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLe… in setStencilBackOperations() argument
543 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || in setStencilBackOperations()
547 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; in setStencilBackOperations()
1995 …case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return t… in getIntegerv()
2938 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); in applyState()
2960 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); in applyState()
DContext.h335 GLenum stencilBackPassDepthFail; member
441 …void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum sten…
/third_party/skia/third_party/externals/angle2/src/libANGLE/
Dangletypes.cpp122 stencilBackPassDepthFail = GL_KEEP; in DepthStencilState()
151 IsStencilNoOp(stencilBackFunc, stencilBackFail, stencilBackPassDepthFail, in isStencilBackNoOp()
DState.cpp1093 GLenum stencilBackPassDepthFail, in setStencilBackOperations() argument
1097 mDepthStencil.stencilBackPassDepthFail != stencilBackPassDepthFail || in setStencilBackOperations()
1101 mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail; in setStencilBackOperations()
2743 *params = mDepthStencil.stencilBackPassDepthFail; in getIntegerv()
Dangletypes.h287 GLenum stencilBackPassDepthFail; member
DState.h219 GLenum stencilBackPassDepthFail,
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
DRenderStateCache.cpp249 dsDesc.BackFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilBackPassDepthFail); in getDepthStencilState()
DClear11.cpp285 mDepthStencilStateKey.stencilBackPassDepthFail = GL_REPLACE; in ensureResourcesInitialized()
DStateManager11.cpp727 mCurDepthStencilState.stencilBackPassDepthFail = GL_KEEP; in StateManager11()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/
Dmtl_state_cache.mm392 backFaceStencil.depthFailureOperation = GetStencilOp(dsState.stencilBackPassDepthFail);
/third_party/skia/third_party/externals/angle2/src/libANGLE/capture/
DFrameCapture.cpp3741 currentDSState.stencilPassDepthFail == currentDSState.stencilBackPassDepthFail && in CaptureMidExecutionSetup()
3767 defaultDSState.stencilBackPassDepthFail != currentDSState.stencilBackPassDepthFail || in CaptureMidExecutionSetup()
3771 currentDSState.stencilBackPassDepthFail, in CaptureMidExecutionSetup()
Dframe_capture_utils.cpp459 json->addScalar("StencilBackPassDepthFail", depthStencilState.stencilBackPassDepthFail); in SerializeDepthStencilState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DStateManagerGL.cpp1915 depthStencilState.stencilBackPassDepthFail, in syncState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
Dvk_cache_utils.cpp2573 PackGLStencilOp(depthStencilState.stencilBackPassDepthFail)); in updateStencilBackOps()