Searched refs:stencilPassDepthFail (Results 1 – 4 of 4) sorted by relevance
76 mState.stencilPassDepthFail = GL_KEEP; in Context()515 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilP… in setStencilOperations() argument518 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()
240 GLenum stencilPassDepthFail; member334 …void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepth…
85 mState.stencilPassDepthFail = GL_KEEP; in Context()526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilP… in setStencilOperations() argument529 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()
357 GLenum stencilPassDepthFail; member468 …void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepth…