Lines Matching refs:depthStencil
61 depthStencil = 0; in Direct3DDevice8()
180 if(depthStencil) in ~Direct3DDevice8()
182 depthStencil->unbind(); in ~Direct3DDevice8()
183 depthStencil = 0; in ~Direct3DDevice8()
327 if(flags & (D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL) && !depthStencil) in Clear()
335 depthStencil->GetDesc(&description); in Clear()
392 depthStencil->clearDepth(z, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); in Clear()
397 …depthStencil->clearStencil(stencil, 0xFF, clearRect.x0, clearRect.y0, clearRect.width(), clearRect… in Clear()
1284 *depthStencilSurface = depthStencil; in GetDepthStencilSurface()
1286 if(depthStencil) in GetDepthStencilSurface()
1288 depthStencil->AddRef(); in GetDepthStencilSurface()
1883 if(depthStencil) in Reset()
1885 depthStencil->unbind(); in Reset()
1886 depthStencil = 0; in Reset()
1928 …depthStencil = new Direct3DSurface8(this, this, width, height, presentParameters->AutoDepthStencil… in Reset()
1929 depthStencil->bind(); in Reset()
1934 SetRenderTarget(renderTarget, depthStencil); in Reset()
2944 SetRenderTarget(renderTarget, depthStencil); // Sets the multi-sample mask, if maskable in SetRenderState()
3025 Direct3DSurface8 *depthStencil = static_cast<Direct3DSurface8*>(newDepthStencil); in SetRenderTarget() local
3027 if(depthStencil) // FIXME: Check for D3DUSAGE_DEPTHSTENCIL and D3DPOOL_DEFAULT in SetRenderTarget()
3029 depthStencil->bind(); in SetRenderTarget()
3032 if(this->depthStencil) in SetRenderTarget()
3034 this->depthStencil->unbind(); in SetRenderTarget()
3037 this->depthStencil = depthStencil; in SetRenderTarget()
3064 renderer->setDepthBuffer(depthStencil); in SetRenderTarget()
3065 renderer->setStencilBuffer(depthStencil); in SetRenderTarget()