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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()
258 if (state.getDepthStencilState().depthMask != mCurDepthStencilState.depthMask) in syncState()
578 mCurDepthStencilState.depthTest = depthTest; in setDepthFunc()
579 mCurDepthStencilState.depthFunc = depthFunc; in setDepthFunc()
597 mCurDepthStencilState.stencilFail = stencilFail; in setStencilOpsFront()
598 mCurDepthStencilState.stencilPassDepthFail = stencilPassDepthFail; in setStencilOpsFront()
599 mCurDepthStencilState.stencilPassDepthPass = stencilPassDepthPass; in setStencilOpsFront()
615 mCurDepthStencilState.stencilBackFail = stencilBackFail; in setStencilOpsBack()
616 mCurDepthStencilState.stencilBackPassDepthFail = stencilBackPassDepthFail; in setStencilOpsBack()
617 mCurDepthStencilState.stencilBackPassDepthPass = stencilBackPassDepthPass; in setStencilOpsBack()
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DStateManager9.h178 gl::DepthStencilState mCurDepthStencilState; variable
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp696 mCurDepthStencilState.depthTest = false; in StateManager11()
697 mCurDepthStencilState.depthFunc = GL_LESS; in StateManager11()
698 mCurDepthStencilState.depthMask = true; in StateManager11()
699 mCurDepthStencilState.stencilTest = false; in StateManager11()
700 mCurDepthStencilState.stencilMask = true; in StateManager11()
701 mCurDepthStencilState.stencilFail = GL_KEEP; in StateManager11()
702 mCurDepthStencilState.stencilPassDepthFail = GL_KEEP; in StateManager11()
703 mCurDepthStencilState.stencilPassDepthPass = GL_KEEP; in StateManager11()
704 mCurDepthStencilState.stencilWritemask = static_cast<GLuint>(-1); in StateManager11()
705 mCurDepthStencilState.stencilBackFunc = GL_ALWAYS; in StateManager11()
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DStateManager11.h512 gl::DepthStencilState mCurDepthStencilState; variable