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Searched refs:backStencilOpState (Results 1 – 4 of 4) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_state_object_vk.cpp251 const GraphicsState::StencilOpState& backStencilOpState = depthStencilState.backStencilOpState; in GraphicsPipelineStateObjectVk() local
253 (VkStencilOp)backStencilOpState.failOp, // failOp in GraphicsPipelineStateObjectVk()
254 (VkStencilOp)backStencilOpState.passOp, // passOp in GraphicsPipelineStateObjectVk()
255 (VkStencilOp)backStencilOpState.depthFailOp, // depthFailOp in GraphicsPipelineStateObjectVk()
256 (VkCompareOp)backStencilOpState.compareOp, // compareOp in GraphicsPipelineStateObjectVk()
257 backStencilOpState.compareMask, // compareMask in GraphicsPipelineStateObjectVk()
258 backStencilOpState.writeMask, // writeMask in GraphicsPipelineStateObjectVk()
259 backStencilOpState.reference, // reference in GraphicsPipelineStateObjectVk()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp1302 if (cacheState_.depthStencilState.backStencilOpState.writeMask != allBits) { in HandleDepthAttachment()
1330 if (cacheState_.depthStencilState.backStencilOpState.writeMask != allBits) { in HandleDepthAttachment()
1331 … glStencilMaskSeparate(GL_BACK, cacheState_.depthStencilState.backStencilOpState.writeMask); in HandleDepthAttachment()
2308 auto& cBack = cacheState_.depthStencilState.backStencilOpState; in SetStencilState()
2346 auto& cBack = cacheState_.depthStencilState.backStencilOpState; in RenderCommandDynamicStateStencil()
2853 if (cDepth.backStencilOpState.reference != depth.backStencilOpState.reference) { in UpdateStencilState()
2861 if (cDepth.backStencilOpState.compareMask != depth.backStencilOpState.compareMask) { in UpdateStencilState()
2869 if (cDepth.backStencilOpState.writeMask != depth.backStencilOpState.writeMask) { in UpdateStencilState()
2876 if (cDepth.backStencilOpState.compareOp != depth.backStencilOpState.compareOp) { in UpdateStencilState()
2882 if (!CompareStencilOp(cDepth.backStencilOpState, depth.backStencilOpState)) { in UpdateStencilState()
[all …]
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/
H A Dshader_state_loader_util.cpp219 context.data.backStencilOpState = stencilContext.data; in FromJson()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dpipeline_state_desc.h1182 StencilOpState backStencilOpState {};