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

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp400 depthStencilState.stencilPassDepthPass, frontFaceCCW); in setBlendDepthRasterStates()
582 GLenum stencilPassDepthPass, in setStencilOpsFront() argument
593 gl_d3d9::ConvertStencilOp(stencilPassDepthPass)); in setStencilOpsFront()
597 mCurDepthStencilState.stencilPassDepthPass = stencilPassDepthPass; in setStencilOpsFront()
DStateManager9.h97 GLenum stencilPassDepthPass,
/third_party/skia/third_party/externals/angle2/src/libANGLE/
Dangletypes.cpp24 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()
DState.cpp1079 GLenum stencilPassDepthPass) in setStencilOperations() argument
1083 mDepthStencil.stencilPassDepthPass != stencilPassDepthPass) in setStencilOperations()
1087 mDepthStencil.stencilPassDepthPass = stencilPassDepthPass; in setStencilOperations()
2737 *params = mDepthStencil.stencilPassDepthPass; in getIntegerv()
Dangletypes.h282 GLenum stencilPassDepthPass; member
DState.h217 GLenum stencilPassDepthPass);
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
DContext.cpp86 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()
DContext.h329 GLenum stencilPassDepthPass; member
440 …setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
DRenderStateCache.cpp246 dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass); in getDepthStencilState()
DClear11.cpp282 mDepthStencilStateKey.stencilPassDepthPass = GL_REPLACE; in ensureResourcesInitialized()
DStateManager11.cpp722 mCurDepthStencilState.stencilPassDepthPass = GL_KEEP; in StateManager11()
/third_party/skia/third_party/externals/angle2/src/libANGLE/capture/
DFrameCapture.cpp3742 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()
Dframe_capture_utils.cpp454 json->addScalar("StencilPassDepthPass", depthStencilState.stencilPassDepthPass); in SerializeDepthStencilState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/
Dmtl_state_cache.mm382 frontFaceStencil.depthStencilPassOperation = GetStencilOp(dsState.stencilPassDepthPass);
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DStateManagerGL.cpp1908 depthStencilState.stencilPassDepthPass); in syncState()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
Dvk_cache_utils.cpp2563 PackGLStencilOp(depthStencilState.stencilPassDepthPass), in updateStencilFrontOps()