Searched refs:mCurDepthStencilState (Results 1 – 4 of 4) sorted by relevance
28 mCurDepthStencilState(), in StateManager9()256 if (state.getDepthStencilState().depthMask != mCurDepthStencilState.depthMask) in syncState()576 mCurDepthStencilState.depthTest = depthTest; in setDepthFunc()577 mCurDepthStencilState.depthFunc = depthFunc; in setDepthFunc()595 mCurDepthStencilState.stencilFail = stencilFail; in setStencilOpsFront()596 mCurDepthStencilState.stencilPassDepthFail = stencilPassDepthFail; in setStencilOpsFront()597 mCurDepthStencilState.stencilPassDepthPass = stencilPassDepthPass; in setStencilOpsFront()613 mCurDepthStencilState.stencilBackFail = stencilBackFail; in setStencilOpsBack()614 mCurDepthStencilState.stencilBackPassDepthFail = stencilBackPassDepthFail; in setStencilOpsBack()615 mCurDepthStencilState.stencilBackPassDepthPass = stencilBackPassDepthPass; in setStencilOpsBack()[all …]
176 gl::DepthStencilState mCurDepthStencilState; variable
708 mCurDepthStencilState.depthTest = false; in StateManager11()709 mCurDepthStencilState.depthFunc = GL_LESS; in StateManager11()710 mCurDepthStencilState.depthMask = true; in StateManager11()711 mCurDepthStencilState.stencilTest = false; in StateManager11()712 mCurDepthStencilState.stencilMask = true; in StateManager11()713 mCurDepthStencilState.stencilFail = GL_KEEP; in StateManager11()714 mCurDepthStencilState.stencilPassDepthFail = GL_KEEP; in StateManager11()715 mCurDepthStencilState.stencilPassDepthPass = GL_KEEP; in StateManager11()716 mCurDepthStencilState.stencilWritemask = static_cast<GLuint>(-1); in StateManager11()717 mCurDepthStencilState.stencilBackFunc = GL_ALWAYS; in StateManager11()[all …]
476 gl::DepthStencilState mCurDepthStencilState; variable