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Searched refs:stencilBackFail (Results 1 – 15 of 15) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp403 setStencilOpsBack(depthStencilState.stencilBackFail, in setBlendDepthRasterStates()
600 void StateManager9::setStencilOpsBack(GLenum stencilBackFail, in setStencilOpsBack() argument
607 gl_d3d9::ConvertStencilOp(stencilBackFail)); in setStencilOpsBack()
613 mCurDepthStencilState.stencilBackFail = stencilBackFail; in setStencilOpsBack()
DStateManager9.h99 void setStencilOpsBack(GLenum stencilBackFail,
/external/swiftshader/src/OpenGL/libGLESv2/
DContext.cpp87 mState.stencilBackFail = GL_KEEP; in Context()
540 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLe… in setStencilBackOperations() argument
542 if(mState.stencilBackFail != stencilBackFail || in setStencilBackOperations()
546 mState.stencilBackFail = stencilBackFail; in setStencilBackOperations()
1994 …case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return t… in getIntegerv()
2937 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); in applyState()
2959 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); in applyState()
DContext.h364 GLenum stencilBackFail; member
471 …void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum sten…
/external/angle/src/libANGLE/
Dangletypes.cpp97 stencilBackFail = GL_KEEP; in DepthStencilState()
DState.cpp989 void State::setStencilBackOperations(GLenum stencilBackFail, in setStencilBackOperations() argument
993 if (mDepthStencil.stencilBackFail != stencilBackFail || in setStencilBackOperations()
997 mDepthStencil.stencilBackFail = stencilBackFail; in setStencilBackOperations()
2453 *params = mDepthStencil.stencilBackFail; in getIntegerv()
Dangletypes.h195 GLenum stencilBackFail; member
DState.h199 void setStencilBackOperations(GLenum stencilBackFail,
DFrameCapture.cpp2557 if (defaultDSState.stencilBackFail != currentDSState.stencilBackFail || in CaptureMidExecutionSetup()
2561 cap(CaptureStencilOpSeparate(replayState, true, GL_BACK, currentDSState.stencilBackFail, in CaptureMidExecutionSetup()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DRenderStateCache.cpp266 dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail); in getDepthStencilState()
DClear11.cpp284 mDepthStencilStateKey.stencilBackFail = GL_REPLACE; in ensureResourcesInitialized()
DStateManager11.cpp717 mCurDepthStencilState.stencilBackFail = GL_KEEP; in StateManager11()
/external/angle/src/libANGLE/renderer/metal/
Dmtl_state_cache.mm352 backFaceStencil.stencilFailureOperation = GetStencilOp(dsState.stencilBackFail);
/external/angle/src/libANGLE/renderer/gl/
DStateManagerGL.cpp1639 setStencilBackOps(depthStencilState.stencilBackFail, in syncState()
/external/angle/src/libANGLE/renderer/vulkan/
Dvk_cache_utils.cpp1303 setStencilBackOps(PackGLStencilOp(depthStencilState.stencilBackFail), in updateStencilBackOps()