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Searched refs:getDepthStencilState (Results 1 – 23 of 23) sorted by relevance

/external/angle/src/libANGLE/renderer/metal/
DDisplayMtl.h140 id<MTLDepthStencilState> getDepthStencilState(const mtl::DepthStencilDesc &desc) in getDepthStencilState() function
142 return mStateCache.getDepthStencilState(getMetalDevice(), desc); in getDepthStencilState()
DContextMtl.mm907 mDepthStencilDesc.updateDepthTestEnabled(glState.getDepthStencilState());
911 mDepthStencilDesc.updateDepthCompareFunc(glState.getDepthStencilState());
915 mDepthStencilDesc.updateDepthWriteEnabled(glState.getDepthStencilState());
919 mDepthStencilDesc.updateStencilTestEnabled(glState.getDepthStencilState());
923 mDepthStencilDesc.updateStencilFrontFuncs(glState.getDepthStencilState());
929 mDepthStencilDesc.updateStencilBackFuncs(glState.getDepthStencilState());
935 mDepthStencilDesc.updateStencilFrontOps(glState.getDepthStencilState());
939 mDepthStencilDesc.updateStencilBackOps(glState.getDepthStencilState());
943 mDepthStencilDesc.updateStencilFrontWriteMask(glState.getDepthStencilState());
947 mDepthStencilDesc.updateStencilBackWriteMask(glState.getDepthStencilState());
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Dmtl_state_cache.h502 AutoObjCPtr<id<MTLDepthStencilState>> getDepthStencilState(id<MTLDevice> device,
Dmtl_state_cache.mm1075 mNullDepthStencilState = getDepthStencilState(device, desc);
1080 AutoObjCPtr<id<MTLDepthStencilState>> StateCache::getDepthStencilState(id<MTLDevice> metalDevice,
Dmtl_render_utils.mm1309 return contextMtl->getDisplay()->getStateCache().getDepthStencilState(
1792 cmdEncoder->setDepthStencilState(contextMtl->getDisplay()->getStateCache().getDepthStencilState(
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DRenderStateCache.h83 angle::Result getDepthStencilState(const gl::Context *context,
DRenderStateCache.cpp223 angle::Result RenderStateCache::getDepthStencilState(const gl::Context *context, in getDepthStencilState() function in rx::RenderStateCache
DClear11.cpp663 ANGLE_TRY(mRenderer->getDepthStencilState(context, mDepthStencilStateKey, &dsState)); in clearFramebuffer()
DRenderer11.h309 angle::Result getDepthStencilState(const gl::Context *context,
DStateManager11.cpp1270 mCurDepthStencilState = glState.getDepthStencilState(); in syncDepthStencilState()
1287 gl::DepthStencilState modifiedGLState = glState.getDepthStencilState(); in syncDepthStencilState()
1309 ASSERT(glState.getDepthStencilState().stencilTest || in syncDepthStencilState()
1314 ANGLE_TRY(mRenderer->getDepthStencilState(context, modifiedGLState, &d3dState)); in syncDepthStencilState()
DRenderer11.cpp4175 angle::Result Renderer11::getDepthStencilState(const gl::Context *context, in getDepthStencilState() function in rx::Renderer11
4179 return mStateCache.getDepthStencilState(context, this, dsState, outDSState); in getDepthStencilState()
/external/angle/src/libANGLE/renderer/d3d/
DFramebufferD3D.cpp44 clearParams.stencilWriteMask = state.getDepthStencilState().stencilWritemask; in GetClearParameters()
77 if (state.getDepthStencilState().depthMask && in GetClearParameters()
/external/angle/src/libANGLE/renderer/gl/
DStateManagerGL.cpp1876 setDepthFunc(state.getDepthStencilState().depthFunc); in syncState()
1879 setDepthMask(state.getDepthStencilState().depthMask); in syncState()
1886 const auto &depthStencilState = state.getDepthStencilState(); in syncState()
1893 const auto &depthStencilState = state.getDepthStencilState(); in syncState()
1900 const auto &depthStencilState = state.getDepthStencilState(); in syncState()
1908 const auto &depthStencilState = state.getDepthStencilState(); in syncState()
1915 setStencilFrontWritemask(state.getDepthStencilState().stencilWritemask); in syncState()
1918 setStencilBackWritemask(state.getDepthStencilState().stencilBackWritemask); in syncState()
/external/angle/src/libANGLE/renderer/vulkan/
DContextVk.cpp2962 const gl::DepthStencilState &dsState = mState.getDepthStencilState(); in optimizeRenderPassForPresent()
3335 const gl::DepthStencilState depthStencilState = glState.getDepthStencilState(); in updateDepthStencil()
3551 glState.getDepthStencilState(), in syncState()
3558 glState.getDepthStencilState()); in syncState()
3563 glState.getDepthStencilState(), in syncState()
3571 glState.getDepthStencilState(), in syncState()
3579 glState.getDepthStencilState()); in syncState()
3584 glState.getDepthStencilState()); in syncState()
3588 glState.getDepthStencilState()); in syncState()
3592 glState.getDepthStencilState()); in syncState()
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DFramebufferVk.cpp474 static_cast<uint8_t>(contextVk->getState().getDepthStencilState().stencilWritemask); in clearImpl()
479 ASSERT(!clearDepth || contextVk->getState().getDepthStencilState().depthMask); in clearImpl()
1588 const gl::DepthStencilState &dsState = contextVk->getState().getDepthStencilState(); in invalidateImpl()
/external/angle/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp256 if (state.getDepthStencilState().depthMask != mCurDepthStencilState.depthMask) in syncState()
332 const auto &depthStencilState = glState.getDepthStencilState(); in setBlendDepthRasterStates()
/external/angle/src/libANGLE/
DFramebuffer.cpp1572 const auto &depthStencil = glState.getDepthStencilState(); in partialClearNeedsInit()
1632 getDepthAttachment() != nullptr && context->getState().getDepthStencilState().depthMask; in clearBufferfi()
1634 context->getState().getDepthStencilState().stencilWritemask != 0; in clearBufferfi()
2278 const DepthStencilState &depthStencil = glState.getDepthStencilState(); in ensureClearAttachmentsInitialized()
DState.h139 const DepthStencilState &getDepthStencilState() const;
DContext.cpp4170 !mState.getDepthStencilState().depthMask) in clear()
4177 mState.getDepthStencilState().stencilWritemask == 0) in clear()
4200 return mState.getDepthStencilState().isDepthMaskedOut(); in isClearBufferMaskedOut()
4202 return mState.getDepthStencilState().isStencilMaskedOut(); in isClearBufferMaskedOut()
4204 return mState.getDepthStencilState().isDepthMaskedOut() && in isClearBufferMaskedOut()
4205 mState.getDepthStencilState().isStencilMaskedOut(); in isClearBufferMaskedOut()
DState.cpp693 const DepthStencilState &State::getDepthStencilState() const in getDepthStencilState() function in gl::State
DvalidationES.cpp3744 const DepthStencilState &depthStencilState = state.getDepthStencilState(); in ValidateDrawStates()
/external/angle/src/libANGLE/capture/
Dframe_capture_utils.cpp662 SerializeDepthStencilState(json, state.getDepthStencilState()); in SerializeContextState()
DFrameCapture.cpp3361 const gl::DepthStencilState &defaultDSState = replayState.getDepthStencilState(); in CaptureMidExecutionSetup()
3362 const gl::DepthStencilState &currentDSState = apiState.getDepthStencilState(); in CaptureMidExecutionSetup()