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Searched refs:dsDesc (Results 1 – 3 of 3) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d11/
DRenderStateCache.cpp238 D3D11_DEPTH_STENCIL_DESC dsDesc = {}; in getDepthStencilState() local
239 dsDesc.DepthEnable = glState.depthTest ? TRUE : FALSE; in getDepthStencilState()
240 dsDesc.DepthWriteMask = ConvertDepthMask(glState.depthMask); in getDepthStencilState()
241 dsDesc.DepthFunc = ConvertComparison(glState.depthFunc); in getDepthStencilState()
242 dsDesc.StencilEnable = glState.stencilTest ? TRUE : FALSE; in getDepthStencilState()
243 dsDesc.StencilReadMask = ConvertStencilMask(glState.stencilMask); in getDepthStencilState()
244 dsDesc.StencilWriteMask = ConvertStencilMask(glState.stencilWritemask); in getDepthStencilState()
245 dsDesc.FrontFace.StencilFailOp = ConvertStencilOp(glState.stencilFail); in getDepthStencilState()
246 dsDesc.FrontFace.StencilDepthFailOp = ConvertStencilOp(glState.stencilPassDepthFail); in getDepthStencilState()
247 dsDesc.FrontFace.StencilPassOp = ConvertStencilOp(glState.stencilPassDepthPass); in getDepthStencilState()
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/external/skia/src/gpu/ganesh/d3d/
DGrD3DPipelineStateBuilder.cpp445 D3D12_DEPTH_STENCIL_DESC* dsDesc) { in fill_in_depth_stencil_state() argument
449 dsDesc->DepthEnable = false; in fill_in_depth_stencil_state()
450 dsDesc->DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; in fill_in_depth_stencil_state()
451 dsDesc->DepthFunc = D3D12_COMPARISON_FUNC_NEVER; in fill_in_depth_stencil_state()
452 dsDesc->StencilEnable = !stencilSettings.isDisabled(); in fill_in_depth_stencil_state()
460 dsDesc->StencilReadMask = frontFace.fTestMask; in fill_in_depth_stencil_state()
461 dsDesc->StencilWriteMask = frontFace.fWriteMask; in fill_in_depth_stencil_state()
463 setup_stencilop_desc(&dsDesc->FrontFace, frontFace); in fill_in_depth_stencil_state()
464 setup_stencilop_desc(&dsDesc->BackFace, backFace); in fill_in_depth_stencil_state()
466 dsDesc->StencilReadMask = stencilSettings.singleSidedFace().fTestMask; in fill_in_depth_stencil_state()
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/external/angle/src/libANGLE/renderer/metal/
DContextMtl.mm2822 mtl::DepthStencilDesc dsDesc = mDepthStencilDesc;
2827 dsDesc.depthWriteEnabled = false;
2828 dsDesc.depthCompareFunction = MTLCompareFunctionAlways;
2833 dsDesc.frontFaceStencil.reset();
2834 dsDesc.backFaceStencil.reset();
2839 getDisplay()->getStateCache().getDepthStencilState(getMetalDevice(), dsDesc));