Searched refs:depthStencilState (Results 1 – 15 of 15) sorted by relevance
22 "depthStencilState": {52 "depthStencilState": {80 "depthStencilState": {108 "depthStencilState": {140 "depthStencilState": {177 "depthStencilState": {212 "depthStencilState": {247 "depthStencilState": {286 "depthStencilState": {322 "depthStencilState": {[all …]
22 "depthStencilState": {45 "depthStencilState": {68 "depthStencilState": {92 "depthStencilState": {122 "depthStencilState": {152 "depthStencilState": {
239 const GraphicsState::DepthStencilState& depthStencilState = graphicsState.depthStencilState; in GraphicsPipelineStateObjectVk() local241 … const GraphicsState::StencilOpState& frontStencilOpState = depthStencilState.frontStencilOpState; in GraphicsPipelineStateObjectVk()251 const GraphicsState::StencilOpState& backStencilOpState = depthStencilState.backStencilOpState; in GraphicsPipelineStateObjectVk()267 (VkBool32)depthStencilState.enableDepthTest, // depthTestEnable in GraphicsPipelineStateObjectVk()268 (VkBool32)depthStencilState.enableDepthWrite, // depthWriteEnable in GraphicsPipelineStateObjectVk()269 (VkCompareOp)depthStencilState.depthCompareOp, // depthCompareOp in GraphicsPipelineStateObjectVk()270 (VkBool32)depthStencilState.enableDepthBoundsTest, // depthBoundsTestEnable in GraphicsPipelineStateObjectVk()271 (VkBool32)depthStencilState.enableStencilTest, // stencilTestEnable in GraphicsPipelineStateObjectVk()274 depthStencilState.minDepthBounds, // minDepthBounds in GraphicsPipelineStateObjectVk()275 depthStencilState.maxDepthBounds, // maxDepthBounds in GraphicsPipelineStateObjectVk()
27 "depthStencilState": {84 "depthStencilState": {148 "depthStencilState": {214 "depthStencilState": {271 "depthStencilState": {
27 "depthStencilState": {54 "depthStencilState": {
25 "depthStencilState": {60 "depthStencilState": {
14 "depthStencilState": {
20 "depthStencilState": {
21 "depthStencilState": {
19 "depthStencilState": {
16 "depthStencilState": {
1295 if ((clearDepth) && (!cacheState_.depthStencilState.enableDepthWrite)) { in HandleDepthAttachment()2307 auto& cFront = cacheState_.depthStencilState.frontStencilOpState; in SetStencilState()2308 auto& cBack = cacheState_.depthStencilState.backStencilOpState; in SetStencilState()2345 auto& cFront = cacheState_.depthStencilState.frontStencilOpState; in RenderCommandDynamicStateStencil()2346 auto& cBack = cacheState_.depthStencilState.backStencilOpState; in RenderCommandDynamicStateStencil()2740 auto& cDepth = cacheState_.depthStencilState; in PrimeDepthStencilState()2741 cDepth = graphicsState.depthStencilState; in PrimeDepthStencilState()2820 const auto& depth = graphicsState.depthStencilState; in UpdateDepthState()2821 auto& cDepth = cacheState_.depthStencilState; in UpdateDepthState()2841 const auto& depth = graphicsState.depthStencilState; in UpdateStencilState()[all …]
299 graphicsState.depthStencilState = context.data; in ParseSingleState()
1238 DepthStencilState depthStencilState; member
129 const uint64_t dsHash = hash(state.depthStencilState); in hash()