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Searched refs:depthStencilState (Results 1 - 5 of 5) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_state_object_vk.cpp239 const GraphicsState::DepthStencilState& depthStencilState = graphicsState.depthStencilState; in GraphicsPipelineStateObjectVk() local
241 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 in GraphicsPipelineStateObjectVk()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp1294 if ((clearDepth) && (!cacheState_.depthStencilState.enableDepthWrite)) { in HandleDepthAttachment()
1298 if (cacheState_.depthStencilState.frontStencilOpState.writeMask != allBits) { in HandleDepthAttachment()
1301 if (cacheState_.depthStencilState.backStencilOpState.writeMask != allBits) { in HandleDepthAttachment()
1320 if ((clearDepth) && (!cacheState_.depthStencilState.enableDepthWrite)) { in HandleDepthAttachment()
1326 if (cacheState_.depthStencilState.frontStencilOpState.writeMask != allBits) { in HandleDepthAttachment()
1327 glStencilMaskSeparate(GL_FRONT, cacheState_.depthStencilState.frontStencilOpState.writeMask); in HandleDepthAttachment()
1329 if (cacheState_.depthStencilState.backStencilOpState.writeMask != allBits) { in HandleDepthAttachment()
1330 glStencilMaskSeparate(GL_BACK, cacheState_.depthStencilState.backStencilOpState.writeMask); in HandleDepthAttachment()
2306 auto& cFront = cacheState_.depthStencilState.frontStencilOpState; in SetStencilState()
2307 auto& cBack = cacheState_.depthStencilState in SetStencilState()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/
H A Dshader_state_loader_util.cpp296 if (const json::value* depthStencilStateIt = jsonData.find("depthStencilState"); depthStencilStateIt) { in ParseSingleState()
299 graphicsState.depthStencilState = context.data; in ParseSingleState()
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dpipeline_state_desc.h1238 DepthStencilState depthStencilState; member
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.cpp129 const uint64_t dsHash = hash(state.depthStencilState); in hash()

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