Searched refs:stencilPassDepthFail (Results 1 – 17 of 17) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | StateManager9.cpp | 399 depthStencilState.stencilPassDepthFail, in setBlendDepthRasterStates() 581 GLenum stencilPassDepthFail, in setStencilOpsFront() argument 591 gl_d3d9::ConvertStencilOp(stencilPassDepthFail)); in setStencilOpsFront() 596 mCurDepthStencilState.stencilPassDepthFail = stencilPassDepthFail; in setStencilOpsFront()
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D | StateManager9.h | 96 GLenum stencilPassDepthFail,
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
D | Context.cpp | 76 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()
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D | Context.h | 240 GLenum stencilPassDepthFail; member 334 …void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepth…
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Context.cpp | 85 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()
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D | Context.h | 358 GLenum stencilPassDepthFail; member 470 …void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepth…
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/external/angle/src/libANGLE/ |
D | angletypes.cpp | 95 stencilPassDepthFail = GL_KEEP; in DepthStencilState()
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D | State.cpp | 975 GLenum stencilPassDepthFail, in setStencilOperations() argument 979 mDepthStencil.stencilPassDepthFail != stencilPassDepthFail || in setStencilOperations() 983 mDepthStencil.stencilPassDepthFail = stencilPassDepthFail; in setStencilOperations() 2447 *params = mDepthStencil.stencilPassDepthFail; in getIntegerv()
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D | angletypes.h | 190 GLenum stencilPassDepthFail; member
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D | State.h | 197 GLenum stencilPassDepthFail,
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D | FrameCapture.cpp | 2549 defaultDSState.stencilPassDepthFail != currentDSState.stencilPassDepthFail || in CaptureMidExecutionSetup() 2553 currentDSState.stencilPassDepthFail, in CaptureMidExecutionSetup()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | RenderStateCache.cpp | 263 dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail); in getDepthStencilState()
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D | Clear11.cpp | 281 mDepthStencilStateKey.stencilPassDepthFail = GL_REPLACE; in ensureResourcesInitialized()
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D | StateManager11.cpp | 712 mCurDepthStencilState.stencilPassDepthFail = GL_KEEP; in StateManager11()
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/external/angle/src/libANGLE/renderer/metal/ |
D | mtl_state_cache.mm | 342 frontFaceStencil.depthFailureOperation = GetStencilOp(dsState.stencilPassDepthFail);
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/external/angle/src/libANGLE/renderer/gl/ |
D | StateManagerGL.cpp | 1632 depthStencilState.stencilPassDepthFail, in syncState()
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/external/angle/src/libANGLE/renderer/vulkan/ |
D | vk_cache_utils.cpp | 1296 PackGLStencilOp(depthStencilState.stencilPassDepthFail)); in updateStencilFrontOps()
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