Searched refs:mCurDepthStencilState (Results 1 – 4 of 4) sorted by relevance
28 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()[all …]
178 gl::DepthStencilState mCurDepthStencilState; variable
696 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()[all …]
512 gl::DepthStencilState mCurDepthStencilState; variable