Lines Matching refs:depthStencil

85     mState.depthStencil.depthTest = false;
86 mState.depthStencil.depthFunc = GL_LESS;
87 mState.depthStencil.depthMask = true;
88 mState.depthStencil.stencilTest = false;
89 mState.depthStencil.stencilFunc = GL_ALWAYS;
90 mState.depthStencil.stencilMask = -1;
91 mState.depthStencil.stencilWritemask = -1;
92 mState.depthStencil.stencilBackFunc = GL_ALWAYS;
93 mState.depthStencil.stencilBackMask = - 1;
94 mState.depthStencil.stencilBackWritemask = -1;
95 mState.depthStencil.stencilFail = GL_KEEP;
96 mState.depthStencil.stencilPassDepthFail = GL_KEEP;
97 mState.depthStencil.stencilPassDepthPass = GL_KEEP;
98 mState.depthStencil.stencilBackFail = GL_KEEP;
99 mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
100 mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
372 mState.depthStencil.depthTest = enabled;
377 return mState.depthStencil.depthTest;
382 mState.depthStencil.depthFunc = depthFunc;
425 mState.depthStencil.stencilTest = enabled;
430 return mState.depthStencil.stencilTest;
435 mState.depthStencil.stencilFunc = stencilFunc;
437 mState.depthStencil.stencilMask = stencilMask;
442 mState.depthStencil.stencilBackFunc = stencilBackFunc;
444 mState.depthStencil.stencilBackMask = stencilBackMask;
449 mState.depthStencil.stencilWritemask = stencilWritemask;
454 mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
459 mState.depthStencil.stencilFail = stencilFail;
460 mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
461 mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
466 mState.depthStencil.stencilBackFail = stencilBackFail;
467 mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
468 mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
578 mState.depthStencil.depthMask = mask;
1190 case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
1202 case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
1203 case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
1315 case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
1317 case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
1318 case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
1320 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
1321 case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
1322 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
1323 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
1324 case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
1325 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
1326 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
1327 case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
1334 case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
1335 case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
1783 mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
1912 if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
1923 rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
1924 if (!depthStencil)
1930 if (GetStencilSize(depthStencil->getActualFormat()) > 0)
1956 clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;