/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/attributes/ |
D | DepthTestAttribute.java | 42 public boolean depthMask; field in DepthTestAttribute 48 public DepthTestAttribute (boolean depthMask) { in DepthTestAttribute() argument 49 this(GL20.GL_LEQUAL, depthMask); in DepthTestAttribute() 56 public DepthTestAttribute (int depthFunc, boolean depthMask) { in DepthTestAttribute() argument 57 this(depthFunc, 0, 1, depthMask); in DepthTestAttribute() 64 … DepthTestAttribute (int depthFunc, float depthRangeNear, float depthRangeFar, boolean depthMask) { in DepthTestAttribute() argument 65 this(Type, depthFunc, depthRangeNear, depthRangeFar, depthMask); in DepthTestAttribute() 68 …te (final long type, int depthFunc, float depthRangeNear, float depthRangeFar, boolean depthMask) { in DepthTestAttribute() argument 74 this.depthMask = depthMask; in DepthTestAttribute() 78 this(rhs.type, rhs.depthFunc, rhs.depthRangeNear, rhs.depthRangeFar, rhs.depthMask); in DepthTestAttribute() [all …]
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/ |
D | RenderContext.java | 35 private boolean depthMask; field in RenderContext 48 depthMask = true; in begin() 59 if (!depthMask) Gdx.gl.glDepthMask(true); in end() 65 public void setDepthMask (final boolean depthMask) { in setDepthMask() argument 66 if (this.depthMask != depthMask) Gdx.gl.glDepthMask(this.depthMask = depthMask); in setDepthMask()
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/external/deqp/modules/gles3/functional/ |
D | es3fDepthStencilClearTests.cpp | 74 , depthMask (false) in Clear() 86 bool depthMask; member 257 clear->depthMask = m_masked ? rnd.getBool() : true; in generateClears() 307 gl.depthMask (clear->depthMask ? GL_TRUE : GL_FALSE); in renderGL() 318 gl.depthMask (GL_TRUE); in renderGL() 334 gl.depthMask(GL_FALSE); in renderGL() 355 gl.depthMask(GL_TRUE); in renderGL() 424 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
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D | es3fRandomFragmentOpTests.cpp | 112 dst.depthMask = src.depthWriteMask; in translateState() 323 gl.depthMask(GL_TRUE); in iterate()
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D | es3fFragDepthTests.cpp | 374 gl.depthMask(GL_FALSE); in iterate()
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/external/deqp/modules/gles2/functional/ |
D | es2fDepthStencilClearTests.cpp | 74 , depthMask (false) in Clear() 86 bool depthMask; member 254 clear->depthMask = m_masked ? rnd.getBool() : true; in generateClears() 304 gl.depthMask (clear->depthMask ? GL_TRUE : GL_FALSE); in renderGL() 315 gl.depthMask (GL_TRUE); in renderGL() 331 gl.depthMask(GL_FALSE); in renderGL() 352 gl.depthMask(GL_TRUE); in renderGL() 421 if ((clear->clearMask & GL_DEPTH_BUFFER_BIT) == 0 || !clear->depthMask) in renderReference()
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D | es2fRandomFragmentOpTests.cpp | 112 dst.depthMask = src.depthWriteMask; in translateState() 323 gl.depthMask(GL_TRUE); in iterate()
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/ |
D | ParticleShader.java | 277 boolean depthMask = true; in bindMaterial() 290 depthMask = dta.depthMask; in bindMaterial() 298 context.setDepthMask(depthMask); in bindMaterial()
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/external/deqp/framework/referencerenderer/ |
D | rrRenderState.hpp | 238 bool depthMask; member 272 , depthMask (true) in FragmentOperationState()
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/external/deqp/framework/opengl/wrapper/ |
D | glwInitES20Direct.inl | 41 gl->depthMask = &glDepthMask;
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D | glwInitES30Direct.inl | 63 gl->depthMask = &glDepthMask;
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D | glwInitES20.inl | 41 gl->depthMask = (glDepthMaskFunc) loader->get("glDepthMask");
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D | glwInitES31Direct.inl | 69 gl->depthMask = &glDepthMask;
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D | glwInitES32Direct.inl | 79 gl->depthMask = &glDepthMask;
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/ |
D | DefaultShader.java | 774 boolean depthMask = true; in bindMaterial() 790 depthMask = dta.depthMask; in bindMaterial() 796 context.setDepthMask(depthMask); in bindMaterial()
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/external/deqp/framework/opengl/ |
D | gluES3PlusWrapperFuncs.inl | 69 dst->depthMask = src.depthMask;
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D | gluStateReset.cpp | 376 gl.depthMask (GL_TRUE); in resetStateES() 970 gl.depthMask (GL_TRUE); in resetStateGLCore()
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/external/deqp/modules/glshared/ |
D | glsFragOpInteractionCase.cpp | 256 ctx.depthMask(state.depthWriteMask ? GL_TRUE : GL_FALSE); in setRenderState() 591 ctx.depthMask (GL_TRUE); in iterate()
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/external/autotest/client/deps/webgl_mpd/src/debug/ |
D | webgl-debug.js | 393 ctx.depthMask(true);
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/external/deqp/framework/opengl/simplereference/ |
D | sglrGLContext.hpp | 145 virtual void depthMask (deBool mask);
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D | sglrContextWrapper.cpp | 351 m_curCtx->depthMask(mask); in glDepthMask()
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D | sglrContext.hpp | 133 virtual void depthMask (deBool mask) = DE_NULL;
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/external/deqp/modules/gles2/performance/ |
D | es2pStateChangeCallTests.cpp | 236 depthMask, in init()
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D | es2pStateChangeTests.cpp | 505 gl.depthMask(GL_FALSE); in init() 507 gl.depthMask(GL_TRUE); in init()
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/external/deqp/modules/gles3/performance/ |
D | es3pStateChangeCallTests.cpp | 271 depthMask, in init()
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