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Searched refs:D3DRS_STENCILPASS (Results 1 – 8 of 8) sorted by relevance

/external/mesa3d/src/gallium/state_trackers/nine/
Dnine_pipe.c47 dsa.stencil[0].zpass_op = d3dstencilop_to_pipe_stencil_op(rs[D3DRS_STENCILPASS]); in nine_convert_dsa_state()
Dnine_state.c2793 [D3DRS_STENCILPASS] = D3DSTENCILOP_KEEP,
3545 [D3DRS_STENCILPASS] = NINE_STATE_DSA,
/external/swiftshader/src/D3D8/
DDirect3DStateBlock8.cpp512 captureRenderState(D3DRS_STENCILPASS); in capturePixelRenderStates()
DDirect3DDevice8.cpp1965 SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); in Reset()
2687 case D3DRS_STENCILPASS: in SetRenderState()
/external/swiftshader/include/Direct3D/
Dd3d8types.h355D3DRS_STENCILPASS = 55, /* D3DSTENCILOP to do if both stencil and Z tests pass */ enumerator
/external/swiftshader/src/D3D9/
DDirect3DStateBlock9.cpp1018 captureRenderState(D3DRS_STENCILPASS); in capturePixelRenderStates()
DDirect3DDevice9.cpp2425 SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); in Reset()
3398 case D3DRS_STENCILPASS: in SetRenderState()
/external/mesa3d/include/D3D9/
Dd3d9types.h774 D3DRS_STENCILPASS = 55, enumerator