Searched refs:stencilBackPassDepthPass (Results 1 – 16 of 16) sorted by relevance
405 depthStencilState.stencilBackPassDepthPass, frontFaceCCW); in setBlendDepthRasterStates()602 GLenum stencilBackPassDepthPass, in setStencilOpsBack() argument611 gl_d3d9::ConvertStencilOp(stencilBackPassDepthPass)); in setStencilOpsBack()615 mCurDepthStencilState.stencilBackPassDepthPass = stencilBackPassDepthPass; in setStencilOpsBack()
101 GLenum stencilBackPassDepthPass,
89 mState.stencilBackPassDepthPass = GL_KEEP; in Context()540 …perations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) in setStencilBackOperations() argument544 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) in setStencilBackOperations()548 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; in setStencilBackOperations()1996 …case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return t… in getIntegerv()2939 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); in applyState()2961 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); in applyState()
336 GLenum stencilBackPassDepthPass; member441 …erations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);
123 stencilBackPassDepthPass = GL_KEEP; in DepthStencilState()152 stencilBackPassDepthPass); in isStencilBackNoOp()
1094 GLenum stencilBackPassDepthPass) in setStencilBackOperations() argument1098 mDepthStencil.stencilBackPassDepthPass != stencilBackPassDepthPass) in setStencilBackOperations()1102 mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass; in setStencilBackOperations()2746 *params = mDepthStencil.stencilBackPassDepthPass; in getIntegerv()
288 GLenum stencilBackPassDepthPass; member
220 GLenum stencilBackPassDepthPass);
250 dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass); in getDepthStencilState()
286 mDepthStencilStateKey.stencilBackPassDepthPass = GL_REPLACE; in ensureResourcesInitialized()
728 mCurDepthStencilState.stencilBackPassDepthPass = GL_KEEP; in StateManager11()
3742 currentDSState.stencilPassDepthPass == currentDSState.stencilBackPassDepthPass) in CaptureMidExecutionSetup()3768 defaultDSState.stencilBackPassDepthPass != currentDSState.stencilBackPassDepthPass) in CaptureMidExecutionSetup()3772 currentDSState.stencilBackPassDepthPass)); in CaptureMidExecutionSetup()
460 json->addScalar("StencilBackPassDepthPass", depthStencilState.stencilBackPassDepthPass); in SerializeDepthStencilState()
393 backFaceStencil.depthStencilPassOperation = GetStencilOp(dsState.stencilBackPassDepthPass);
1916 depthStencilState.stencilBackPassDepthPass); in syncState()
2572 PackGLStencilOp(depthStencilState.stencilBackPassDepthPass), in updateStencilBackOps()