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/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp2739 auto& cDepth = cacheState_.depthStencilState; in PrimeDepthStencilState() local
2740 cDepth = graphicsState.depthStencilState; in PrimeDepthStencilState()
2742 SetState(GL_DEPTH_TEST, cDepth.enableDepthTest); in PrimeDepthStencilState()
2743 SetState(GL_STENCIL_TEST, cDepth.enableStencilTest); in PrimeDepthStencilState()
2744 glDepthFunc(GetCompareOp(cDepth.depthCompareOp)); in PrimeDepthStencilState()
2745 glDepthMask((cDepth.enableDepthWrite ? static_cast<GLboolean>(GL_TRUE) : static_cast<GLboolean>(GL_FALSE))); in PrimeDepthStencilState()
2749 SetStencilState(updateAllFlags, cDepth.frontStencilOpState, updateAllFlags, cDepth.backStencilOpState); in PrimeDepthStencilState()
2820 auto& cDepth = cacheState_.depthStencilState; in UpdateDepthState() local
2821 if (depth.enableDepthTest != cDepth in UpdateDepthState()
2841 auto& cDepth = cacheState_.depthStencilState; UpdateStencilState() local
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