Searched refs:stencilBackPassDepthFail (Results 1 - 4 of 4) sorted by relevance

/external/swiftshader/src/OpenGL/libGL/
H A DContext.cpp86 mState.stencilBackPassDepthFail = GL_KEEP;
520 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) argument
523 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
527 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
1317 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
1813 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
1835 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
H A DContext.h450 GLenum stencilBackPassDepthFail; member in struct:gl::State
543 void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);
/external/swiftshader/src/OpenGL/libGLESv2/
H A DContext.cpp88 mState.stencilBackPassDepthFail = GL_KEEP;
539 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) argument
542 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
546 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
1959 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true;
2900 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2922 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
H A DContext.h364 GLenum stencilBackPassDepthFail; member in struct:es2::State
469 void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass);

Completed in 199 milliseconds