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Lines Matching refs:dsDesc

237     D3D11_DEPTH_STENCIL_DESC dsDesc     = {};  in getDepthStencilState()  local
238 dsDesc.DepthEnable = glState.depthTest ? TRUE : FALSE; in getDepthStencilState()
239 dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask); in getDepthStencilState()
240 dsDesc.DepthFunc = ConvertComparison(glState.depthFunc); in getDepthStencilState()
241 dsDesc.StencilEnable = glState.stencilTest ? TRUE : FALSE; in getDepthStencilState()
242 dsDesc.StencilReadMask = ConvertStencilMask(glState.stencilMask); in getDepthStencilState()
243 dsDesc.StencilWriteMask = ConvertStencilMask(glState.stencilWritemask); in getDepthStencilState()
244 dsDesc.FrontFace.StencilFailOp = ConvertStencilOp(glState.stencilFail); in getDepthStencilState()
245 dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail); in getDepthStencilState()
246 dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass); in getDepthStencilState()
247 dsDesc.FrontFace.StencilFunc = ConvertComparison(glState.stencilFunc); in getDepthStencilState()
248 dsDesc.BackFace.StencilFailOp = ConvertStencilOp(glState.stencilBackFail); in getDepthStencilState()
249 dsDesc.BackFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilBackPassDepthFail); in getDepthStencilState()
250 dsDesc.BackFace.StencilPassOp = ConvertStencilOp(glState.stencilBackPassDepthPass); in getDepthStencilState()
251 dsDesc.BackFace.StencilFunc = ConvertComparison(glState.stencilBackFunc); in getDepthStencilState()
255 renderer->allocateResource(GetImplAs<Context11>(context), dsDesc, &dx11DepthStencilState)); in getDepthStencilState()