/external/angle/src/libANGLE/renderer/metal/ |
D | DisplayMtl.h | 140 id<MTLDepthStencilState> getDepthStencilState(const mtl::DepthStencilDesc &desc) in getDepthStencilState() function 142 return mStateCache.getDepthStencilState(getMetalDevice(), desc); in getDepthStencilState()
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D | ContextMtl.mm | 907 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()); [all …]
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D | mtl_state_cache.h | 502 AutoObjCPtr<id<MTLDepthStencilState>> getDepthStencilState(id<MTLDevice> device,
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D | mtl_state_cache.mm | 1075 mNullDepthStencilState = getDepthStencilState(device, desc); 1080 AutoObjCPtr<id<MTLDepthStencilState>> StateCache::getDepthStencilState(id<MTLDevice> metalDevice,
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D | mtl_render_utils.mm | 1309 return contextMtl->getDisplay()->getStateCache().getDepthStencilState( 1792 cmdEncoder->setDepthStencilState(contextMtl->getDisplay()->getStateCache().getDepthStencilState(
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | RenderStateCache.h | 83 angle::Result getDepthStencilState(const gl::Context *context,
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D | RenderStateCache.cpp | 223 angle::Result RenderStateCache::getDepthStencilState(const gl::Context *context, in getDepthStencilState() function in rx::RenderStateCache
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D | Clear11.cpp | 663 ANGLE_TRY(mRenderer->getDepthStencilState(context, mDepthStencilStateKey, &dsState)); in clearFramebuffer()
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D | Renderer11.h | 309 angle::Result getDepthStencilState(const gl::Context *context,
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D | StateManager11.cpp | 1270 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()
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D | Renderer11.cpp | 4175 angle::Result Renderer11::getDepthStencilState(const gl::Context *context, in getDepthStencilState() function in rx::Renderer11 4179 return mStateCache.getDepthStencilState(context, this, dsState, outDSState); in getDepthStencilState()
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/external/angle/src/libANGLE/renderer/d3d/ |
D | FramebufferD3D.cpp | 44 clearParams.stencilWriteMask = state.getDepthStencilState().stencilWritemask; in GetClearParameters() 77 if (state.getDepthStencilState().depthMask && in GetClearParameters()
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/external/angle/src/libANGLE/renderer/gl/ |
D | StateManagerGL.cpp | 1876 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()
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/external/angle/src/libANGLE/renderer/vulkan/ |
D | ContextVk.cpp | 2962 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() [all …]
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D | FramebufferVk.cpp | 474 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()
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | StateManager9.cpp | 256 if (state.getDepthStencilState().depthMask != mCurDepthStencilState.depthMask) in syncState() 332 const auto &depthStencilState = glState.getDepthStencilState(); in setBlendDepthRasterStates()
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/external/angle/src/libANGLE/ |
D | Framebuffer.cpp | 1572 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()
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D | State.h | 139 const DepthStencilState &getDepthStencilState() const;
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D | Context.cpp | 4170 !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()
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D | State.cpp | 693 const DepthStencilState &State::getDepthStencilState() const in getDepthStencilState() function in gl::State
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D | validationES.cpp | 3744 const DepthStencilState &depthStencilState = state.getDepthStencilState(); in ValidateDrawStates()
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/external/angle/src/libANGLE/capture/ |
D | frame_capture_utils.cpp | 662 SerializeDepthStencilState(json, state.getDepthStencilState()); in SerializeContextState()
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D | FrameCapture.cpp | 3361 const gl::DepthStencilState &defaultDSState = replayState.getDepthStencilState(); in CaptureMidExecutionSetup() 3362 const gl::DepthStencilState ¤tDSState = apiState.getDepthStencilState(); in CaptureMidExecutionSetup()
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