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

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp405 depthStencilState.stencilBackPassDepthPass, frontFaceCCW); in setBlendDepthRasterStates()
602 GLenum stencilBackPassDepthPass, in setStencilOpsBack() argument
611 gl_d3d9::ConvertStencilOp(stencilBackPassDepthPass)); in setStencilOpsBack()
615 mCurDepthStencilState.stencilBackPassDepthPass = stencilBackPassDepthPass; in setStencilOpsBack()
DStateManager9.h101 GLenum stencilBackPassDepthPass,
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
DContext.cpp89 mState.stencilBackPassDepthPass = GL_KEEP; in Context()
540 …perations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) in setStencilBackOperations() argument
544 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()
DContext.h336 GLenum stencilBackPassDepthPass; member
441 …erations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);
/third_party/skia/third_party/externals/angle2/src/libANGLE/
Dangletypes.cpp123 stencilBackPassDepthPass = GL_KEEP; in DepthStencilState()
152 stencilBackPassDepthPass); in isStencilBackNoOp()
DState.cpp1094 GLenum stencilBackPassDepthPass) in setStencilBackOperations() argument
1098 mDepthStencil.stencilBackPassDepthPass != stencilBackPassDepthPass) in setStencilBackOperations()
1102 mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass; in setStencilBackOperations()
2746 *params = mDepthStencil.stencilBackPassDepthPass; in getIntegerv()
Dangletypes.h288 GLenum stencilBackPassDepthPass; member
DState.h220 GLenum stencilBackPassDepthPass);
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
DRenderStateCache.cpp250 dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass); in getDepthStencilState()
DClear11.cpp286 mDepthStencilStateKey.stencilBackPassDepthPass = GL_REPLACE; in ensureResourcesInitialized()
DStateManager11.cpp728 mCurDepthStencilState.stencilBackPassDepthPass = GL_KEEP; in StateManager11()
/third_party/skia/third_party/externals/angle2/src/libANGLE/capture/
DFrameCapture.cpp3742 currentDSState.stencilPassDepthPass == currentDSState.stencilBackPassDepthPass) in CaptureMidExecutionSetup()
3768 defaultDSState.stencilBackPassDepthPass != currentDSState.stencilBackPassDepthPass) in CaptureMidExecutionSetup()
3772 currentDSState.stencilBackPassDepthPass)); in CaptureMidExecutionSetup()
Dframe_capture_utils.cpp460 json->addScalar("StencilBackPassDepthPass", depthStencilState.stencilBackPassDepthPass); in SerializeDepthStencilState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/
Dmtl_state_cache.mm393 backFaceStencil.depthStencilPassOperation = GetStencilOp(dsState.stencilBackPassDepthPass);
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DStateManagerGL.cpp1916 depthStencilState.stencilBackPassDepthPass); in syncState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
Dvk_cache_utils.cpp2572 PackGLStencilOp(depthStencilState.stencilBackPassDepthPass), in updateStencilBackOps()