Searched refs:stencilBackFail (Results 1 – 15 of 15) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | StateManager9.cpp | 403 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()
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D | StateManager9.h | 99 void setStencilOpsBack(GLenum stencilBackFail,
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Context.cpp | 87 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()
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D | Context.h | 364 GLenum stencilBackFail; member 471 …void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum sten…
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/external/angle/src/libANGLE/ |
D | angletypes.cpp | 97 stencilBackFail = GL_KEEP; in DepthStencilState()
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D | State.cpp | 989 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()
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D | angletypes.h | 195 GLenum stencilBackFail; member
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D | State.h | 199 void setStencilBackOperations(GLenum stencilBackFail,
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D | FrameCapture.cpp | 2557 if (defaultDSState.stencilBackFail != currentDSState.stencilBackFail || in CaptureMidExecutionSetup() 2561 cap(CaptureStencilOpSeparate(replayState, true, GL_BACK, currentDSState.stencilBackFail, in CaptureMidExecutionSetup()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | RenderStateCache.cpp | 266 dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail); in getDepthStencilState()
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D | Clear11.cpp | 284 mDepthStencilStateKey.stencilBackFail = GL_REPLACE; in ensureResourcesInitialized()
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D | StateManager11.cpp | 717 mCurDepthStencilState.stencilBackFail = GL_KEEP; in StateManager11()
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/external/angle/src/libANGLE/renderer/metal/ |
D | mtl_state_cache.mm | 352 backFaceStencil.stencilFailureOperation = GetStencilOp(dsState.stencilBackFail);
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/external/angle/src/libANGLE/renderer/gl/ |
D | StateManagerGL.cpp | 1639 setStencilBackOps(depthStencilState.stencilBackFail, in syncState()
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/external/angle/src/libANGLE/renderer/vulkan/ |
D | vk_cache_utils.cpp | 1303 setStencilBackOps(PackGLStencilOp(depthStencilState.stencilBackFail), in updateStencilBackOps()
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