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Searched refs:stencilPassDepthFail (Results 1 – 17 of 17) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp399 depthStencilState.stencilPassDepthFail, in setBlendDepthRasterStates()
581 GLenum stencilPassDepthFail, in setStencilOpsFront() argument
591 gl_d3d9::ConvertStencilOp(stencilPassDepthFail)); in setStencilOpsFront()
596 mCurDepthStencilState.stencilPassDepthFail = stencilPassDepthFail; in setStencilOpsFront()
DStateManager9.h96 GLenum stencilPassDepthFail,
/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()
527 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilP… in setStencilOperations() argument
530 mState.stencilPassDepthFail != stencilPassDepthFail || in setStencilOperations()
534 mState.stencilPassDepthFail = stencilPassDepthFail; in setStencilOperations()
1992 …case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return t… in getIntegerv()
2928 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); in applyState()
2950 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); in applyState()
DContext.h358 GLenum stencilPassDepthFail; member
470 …void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepth…
/external/angle/src/libANGLE/
Dangletypes.cpp95 stencilPassDepthFail = GL_KEEP; in DepthStencilState()
DState.cpp975 GLenum stencilPassDepthFail, in setStencilOperations() argument
979 mDepthStencil.stencilPassDepthFail != stencilPassDepthFail || in setStencilOperations()
983 mDepthStencil.stencilPassDepthFail = stencilPassDepthFail; in setStencilOperations()
2447 *params = mDepthStencil.stencilPassDepthFail; in getIntegerv()
Dangletypes.h190 GLenum stencilPassDepthFail; member
DState.h197 GLenum stencilPassDepthFail,
DFrameCapture.cpp2549 defaultDSState.stencilPassDepthFail != currentDSState.stencilPassDepthFail || in CaptureMidExecutionSetup()
2553 currentDSState.stencilPassDepthFail, in CaptureMidExecutionSetup()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DRenderStateCache.cpp263 dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail); in getDepthStencilState()
DClear11.cpp281 mDepthStencilStateKey.stencilPassDepthFail = GL_REPLACE; in ensureResourcesInitialized()
DStateManager11.cpp712 mCurDepthStencilState.stencilPassDepthFail = GL_KEEP; in StateManager11()
/external/angle/src/libANGLE/renderer/metal/
Dmtl_state_cache.mm342 frontFaceStencil.depthFailureOperation = GetStencilOp(dsState.stencilPassDepthFail);
/external/angle/src/libANGLE/renderer/gl/
DStateManagerGL.cpp1632 depthStencilState.stencilPassDepthFail, in syncState()
/external/angle/src/libANGLE/renderer/vulkan/
Dvk_cache_utils.cpp1296 PackGLStencilOp(depthStencilState.stencilPassDepthFail)); in updateStencilFrontOps()