Searched refs:depthStencil (Results 1 – 5 of 5) sorted by relevance
679 …expr explicit ClearValue(const ClearDepthStencilValue& depthStencil) : depthStencil { depthStencil… in ClearValue() argument683 constexpr ClearValue(float depth, uint32_t stencil) : depthStencil { depth, stencil } {}; in ClearValue()688 ClearDepthStencilValue depthStencil; member
251 context.data.clearValue.depthStencil.depth = pos->array_[0].as_number<float>(); in FromJson()259 context.data.clearValue.depthStencil.stencil = pos->array_[1].as_number<uint32_t>(); in FromJson()
1369 … PLUGIN_STATIC_ASSERT(sizeof(clearValue.depthStencil) == sizeof(ref.clearValue.depthStencil)); in RenderCommand()1370 clearValue.depthStencil.depth = ref.clearValue.depthStencil.depth; in RenderCommand()1371 clearValue.depthStencil.stencil = ref.clearValue.depthStencil.stencil; in RenderCommand()
130 attRef.clearValue.depthStencil = camera.clearDepthStencil; in UpdateCustomCameraLoadStore()
1312 glClearBufferfi(GL_DEPTH_STENCIL, 0, ref.clearValue.depthStencil.depth, in HandleDepthAttachment()1313 static_cast<GLint>(ref.clearValue.depthStencil.stencil)); in HandleDepthAttachment()1315 glClearBufferfv(GL_DEPTH, 0, &ref.clearValue.depthStencil.depth); in HandleDepthAttachment()1317 …glClearBufferiv(GL_STENCIL, 0, reinterpret_cast<const GLint*>(&ref.clearValue.depthStencil.stencil… in HandleDepthAttachment()