Searched refs:stencilPassDepthPass (Results 1 – 16 of 16) sorted by relevance
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/ |
D | StateManager9.cpp | 400 depthStencilState.stencilPassDepthPass, frontFaceCCW); in setBlendDepthRasterStates() 582 GLenum stencilPassDepthPass, in setStencilOpsFront() argument 593 gl_d3d9::ConvertStencilOp(stencilPassDepthPass)); in setStencilOpsFront() 597 mCurDepthStencilState.stencilPassDepthPass = stencilPassDepthPass; in setStencilOpsFront()
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D | StateManager9.h | 97 GLenum stencilPassDepthPass,
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/third_party/skia/third_party/externals/angle2/src/libANGLE/ |
D | angletypes.cpp | 24 GLenum stencilPassDepthPass) in IsStencilNoOp() argument 29 stencilPassDepthPass == GL_KEEP; in IsStencilNoOp() 120 stencilPassDepthPass = GL_KEEP; in DepthStencilState() 144 IsStencilNoOp(stencilFunc, stencilFail, stencilPassDepthFail, stencilPassDepthPass); in isStencilNoOp()
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D | State.cpp | 1079 GLenum stencilPassDepthPass) in setStencilOperations() argument 1083 mDepthStencil.stencilPassDepthPass != stencilPassDepthPass) in setStencilOperations() 1087 mDepthStencil.stencilPassDepthPass = stencilPassDepthPass; in setStencilOperations() 2737 *params = mDepthStencil.stencilPassDepthPass; in getIntegerv()
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D | angletypes.h | 282 GLenum stencilPassDepthPass; member
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D | State.h | 217 GLenum stencilPassDepthPass);
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/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/ |
D | Context.cpp | 86 mState.stencilPassDepthPass = GL_KEEP; in Context() 527 …:setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) in setStencilOperations() argument 531 mState.stencilPassDepthPass != stencilPassDepthPass) in setStencilOperations() 535 mState.stencilPassDepthPass = stencilPassDepthPass; in setStencilOperations() 1993 …case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return t… in getIntegerv() 2929 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); in applyState() 2951 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); in applyState()
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D | Context.h | 329 GLenum stencilPassDepthPass; member 440 …setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/ |
D | RenderStateCache.cpp | 246 dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass); in getDepthStencilState()
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D | Clear11.cpp | 282 mDepthStencilStateKey.stencilPassDepthPass = GL_REPLACE; in ensureResourcesInitialized()
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D | StateManager11.cpp | 722 mCurDepthStencilState.stencilPassDepthPass = GL_KEEP; in StateManager11()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/capture/ |
D | FrameCapture.cpp | 3742 currentDSState.stencilPassDepthPass == currentDSState.stencilBackPassDepthPass) in CaptureMidExecutionSetup() 3747 defaultDSState.stencilPassDepthPass != currentDSState.stencilPassDepthPass) in CaptureMidExecutionSetup() 3751 currentDSState.stencilPassDepthPass)); in CaptureMidExecutionSetup() 3759 defaultDSState.stencilPassDepthPass != currentDSState.stencilPassDepthPass) in CaptureMidExecutionSetup() 3763 currentDSState.stencilPassDepthPass)); in CaptureMidExecutionSetup()
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D | frame_capture_utils.cpp | 454 json->addScalar("StencilPassDepthPass", depthStencilState.stencilPassDepthPass); in SerializeDepthStencilState()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/ |
D | mtl_state_cache.mm | 382 frontFaceStencil.depthStencilPassOperation = GetStencilOp(dsState.stencilPassDepthPass);
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/ |
D | StateManagerGL.cpp | 1908 depthStencilState.stencilPassDepthPass); in syncState()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/ |
D | vk_cache_utils.cpp | 2563 PackGLStencilOp(depthStencilState.stencilPassDepthPass), in updateStencilFrontOps()
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