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Searched refs:stencilBackWritemask (Results 1 – 17 of 17) sorted by relevance

/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
DContext.cpp83 mState.stencilBackWritemask = 0xFFFFFFFFu; in Context()
518 void Context::setStencilBackWritemask(GLuint stencilBackWritemask) in setStencilBackWritemask() argument
520 if(mState.stencilBackWritemask != stencilBackWritemask) in setStencilBackWritemask()
522 mState.stencilBackWritemask = stencilBackWritemask; in setStencilBackWritemask()
2005 …L_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return tr… in getIntegerv()
2931 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); in applyState()
2953 device->setStencilWriteMask(mState.stencilBackWritemask); in applyState()
DContext.h337 GLuint stencilBackWritemask; member
439 void setStencilBackWritemask(GLuint stencilBackWritemask);
/third_party/skia/third_party/externals/angle2/src/libANGLE/
Dangletypes.cpp117 stencilBackWritemask = static_cast<GLuint>(-1); in DepthStencilState()
149 const bool isStencilBackMaskedOut = (stencilBackMask & stencilBackWritemask) == 0; in isStencilBackNoOp()
DState.cpp1068 void State::setStencilBackWritemask(GLuint stencilBackWritemask) in setStencilBackWritemask() argument
1070 if (mDepthStencil.stencilBackWritemask != stencilBackWritemask) in setStencilBackWritemask()
1072 mDepthStencil.stencilBackWritemask = stencilBackWritemask; in setStencilBackWritemask()
2774 *params = CastMaskValue(mDepthStencil.stencilBackWritemask); in getIntegerv()
Dangletypes.h289 GLuint stencilBackWritemask; member
DState.h214 void setStencilBackWritemask(GLuint stencilBackWritemask);
DFramebuffer.cpp1582 depthStencil.stencilBackMask != depthStencil.stencilBackWritemask)) in partialClearNeedsInit()
DvalidationES.cpp3935 (depthStencilState.stencilBackWritemask & maxStencilValue); in ValidateDrawStates()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp395 setStencilBackWriteMask(depthStencilState.stencilBackWritemask, frontFaceCCW); in setBlendDepthRasterStates()
623 mCurDepthStencilState.stencilBackWritemask = stencilBackWriteMask; in setStencilBackWriteMask()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DStateManagerGL.cpp1923 setStencilBackWritemask(state.getDepthStencilState().stencilBackWritemask); in syncState()
3040 get(GL_STENCIL_BACK_WRITEMASK, &state->stencilState.stencilBackWritemask); in syncStencilFromNativeContext()
3041 if (mStencilBackWritemask != static_cast<GLenum>(state->stencilState.stencilBackWritemask)) in syncStencilFromNativeContext()
3043 mStencilBackWritemask = state->stencilState.stencilBackWritemask; in syncStencilFromNativeContext()
3092 setStencilBackWritemask(state->stencilState.stencilBackWritemask); in restoreStencilNativeContext()
DStateManagerGL.h94 GLenum stencilBackWritemask; member
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
DClear11.cpp276 mDepthStencilStateKey.stencilBackWritemask = static_cast<GLuint>(-1); in ensureResourcesInitialized()
DStateManager11.cpp729 mCurDepthStencilState.stencilBackWritemask = static_cast<GLuint>(-1); in StateManager11()
1306 (mCurDepthStencilState.stencilBackWritemask & maxStencil)); in syncDepthStencilState()
1329 modifiedGLState.stencilBackWritemask = 0; in syncDepthStencilState()
1336 modifiedGLState.stencilBackWritemask == 0)); in syncDepthStencilState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/capture/
DFrameCapture.cpp3776 if (currentDSState.stencilWritemask == currentDSState.stencilBackWritemask) in CaptureMidExecutionSetup()
3793 if (defaultDSState.stencilBackWritemask != currentDSState.stencilBackWritemask) in CaptureMidExecutionSetup()
3796 currentDSState.stencilBackWritemask)); in CaptureMidExecutionSetup()
Dframe_capture_utils.cpp461 json->addScalar("StencilBackWritemask", depthStencilState.stencilBackWritemask); in SerializeDepthStencilState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/
Dmtl_state_cache.mm431 backFaceStencil.writeMask = dsState.stencilBackWritemask & mtl::kStencilMaskAll;
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
Dvk_cache_utils.cpp2595 drawFramebuffer->hasStencil() ? depthStencilState.stencilBackWritemask : 0)); in updateStencilBackWriteMask()