Searched refs:backStencilOpState (Results 1 – 4 of 4) sorted by relevance
251 const GraphicsState::StencilOpState& backStencilOpState = depthStencilState.backStencilOpState; in GraphicsPipelineStateObjectVk() local253 (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()
1302 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 …]
219 context.data.backStencilOpState = stencilContext.data; in FromJson()
1182 StencilOpState backStencilOpState {};