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Searched refs:mCurDepthStencilState (Results 1 – 4 of 4) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d9/
DStateManager9.cpp28 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()
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DStateManager9.h176 gl::DepthStencilState mCurDepthStencilState; variable
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp708 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()
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DStateManager11.h476 gl::DepthStencilState mCurDepthStencilState; variable