Searched refs:dsDesc (Results 1 – 3 of 3) sorted by relevance
237 D3D11_DEPTH_STENCIL_DESC dsDesc = {}; in getDepthStencilState() local238 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()[all …]
454 D3D12_DEPTH_STENCIL_DESC* dsDesc) { in fill_in_depth_stencil_state() argument458 dsDesc->DepthEnable = false; in fill_in_depth_stencil_state()459 dsDesc->DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; in fill_in_depth_stencil_state()460 dsDesc->DepthFunc = D3D12_COMPARISON_FUNC_NEVER; in fill_in_depth_stencil_state()461 dsDesc->StencilEnable = !stencilSettings.isDisabled(); in fill_in_depth_stencil_state()469 dsDesc->StencilReadMask = frontFace.fTestMask; in fill_in_depth_stencil_state()470 dsDesc->StencilWriteMask = frontFace.fWriteMask; in fill_in_depth_stencil_state()472 setup_stencilop_desc(&dsDesc->FrontFace, frontFace); in fill_in_depth_stencil_state()473 setup_stencilop_desc(&dsDesc->BackFace, backFace); in fill_in_depth_stencil_state()475 dsDesc->StencilReadMask = stencilSettings.singleSidedFace().fTestMask; in fill_in_depth_stencil_state()[all …]
2229 mtl::DepthStencilDesc dsDesc = mDepthStencilDesc;2234 dsDesc.depthWriteEnabled = false;2235 dsDesc.depthCompareFunction = MTLCompareFunctionAlways;2240 dsDesc.frontFaceStencil.reset();2241 dsDesc.backFaceStencil.reset();2245 mRenderEncoder.setDepthStencilState(getDisplay()->getDepthStencilState(dsDesc));