Searched refs:stencilPassDepthFail (Results 1 - 6 of 6) sorted by relevance

/external/swiftshader/src/OpenGL/libGLES_CM/
H A DContext.h240 GLenum stencilPassDepthFail; member in struct:es1::State
334 void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);
H A DContext.cpp76 mState.stencilPassDepthFail = GL_KEEP;
515 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) argument
518 mState.stencilPassDepthFail != stencilPassDepthFail ||
522 mState.stencilPassDepthFail = stencilPassDepthFail;
1228 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1850 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
1860 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
/external/swiftshader/src/OpenGL/libGL/
H A DContext.cpp83 mState.stencilPassDepthFail = GL_KEEP;
507 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) argument
510 mState.stencilPassDepthFail != stencilPassDepthFail ||
514 mState.stencilPassDepthFail = stencilPassDepthFail;
1314 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1803 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
1825 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
H A DContext.h443 GLenum stencilPassDepthFail; member in struct:gl::State
542 void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);
/external/swiftshader/src/OpenGL/libGLESv2/
H A DContext.cpp85 mState.stencilPassDepthFail = GL_KEEP;
526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) argument
529 mState.stencilPassDepthFail != stencilPassDepthFail ||
533 mState.stencilPassDepthFail = stencilPassDepthFail;
1956 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true;
2890 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2912 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
H A DContext.h357 GLenum stencilPassDepthFail; member in struct:es2::State
468 void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass);

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