Searched refs:m_max_depth (Results 1 – 6 of 6) sorted by relevance
89 : m_entry(entry), m_max_depth(depth), m_error(false) {} in MapIterator()91 : m_entry(entry), m_max_depth(depth), m_error(false) {} in MapIterator()93 : m_entry(rhs.m_entry), m_max_depth(rhs.m_max_depth), m_error(false) {} in MapIterator()95 : m_entry(entry), m_max_depth(depth), m_error(false) {} in MapIterator()109 if (m_error || m_entry.null() || (steps > m_max_depth)) in advance()132 if (steps > m_max_depth) { in next()154 if (steps > m_max_depth) in tree_min()169 size_t m_max_depth; member in MapIterator
81 static const glw::GLint m_max_depth; member in glcts::GeometryShaderLayeredRenderingBoundaryCondition
39 const glw::GLint GeometryShaderLayeredRenderingBoundaryCondition::m_max_depth = 4; member in glcts::GeometryShaderLayeredRenderingBoundaryCondition323 unsigned char buffer[m_width * m_height * m_max_depth * m_texture_components]; in iterate()
130 uint32_t m_max_depth = UINT32_MAX; variable
42 m_max_depth = depth; in SetMaximumDepth()
503 if (is_failed_description || m_curr_depth < m_options.m_max_depth) { in ShouldPrintChildren()789 } else if (m_curr_depth >= m_options.m_max_depth && IsAggregate() && in PrintChildrenIfNeeded()