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Searched refs:stencilPassDepthFail (Results 1 – 4 of 4) sorted by relevance

/external/swiftshader/src/OpenGL/libGLES_CM/
DContext.cpp76 mState.stencilPassDepthFail = GL_KEEP; in Context()
515 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilP… in setStencilOperations() argument
518 mState.stencilPassDepthFail != stencilPassDepthFail || in setStencilOperations()
522 mState.stencilPassDepthFail = stencilPassDepthFail; in setStencilOperations()
1228 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; in getIntegerv()
1851 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); in applyState()
1861 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); in applyState()
DContext.h240 GLenum stencilPassDepthFail; member
334 …void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepth…
/external/swiftshader/src/OpenGL/libGLESv2/
DContext.cpp85 mState.stencilPassDepthFail = GL_KEEP; in Context()
526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilP… in setStencilOperations() argument
529 mState.stencilPassDepthFail != stencilPassDepthFail || in setStencilOperations()
533 mState.stencilPassDepthFail = stencilPassDepthFail; in setStencilOperations()
1944 …case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return t… in getIntegerv()
2863 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); in applyState()
2885 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); in applyState()
DContext.h357 GLenum stencilPassDepthFail; member
468 …void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepth…