/third_party/skia/third_party/externals/angle2/src/libANGLE/ |
H A D | validationGL1.cpp | 442 ValidateFrustum(const Context *, angle::EntryPoint entryPoint, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) ValidateFrustum() argument 879 ValidateOrtho(const Context *, angle::EntryPoint entryPoint, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) ValidateOrtho() argument
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H A D | validationES2.cpp | 3951 ValidateDepthRangef(const Context *context, angle::EntryPoint entryPoint, GLfloat zNear, GLfloat zFar) ValidateDepthRangef() argument
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H A D | Context_gl.cpp | 1011 frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) frustum() argument 1316 ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) ortho() argument
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H A D | Context.cpp | 5503 void Context::depthRangef(GLfloat zNear, GLfloat zFar) in depthRangef() argument
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/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/ |
H A D | entry_points.cpp | 245 GL_APICALL void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) in glDepthRangef() argument
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H A D | libGLESv2.cpp | 1361 void GL_APIENTRY DepthRangef(GLclampf zNear, GLclampf zFar) in DepthRangef() argument
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H A D | Context.cpp | 408 void Context::setDepthRange(float zNear, float zFar) in setDepthRange() argument 2809 float zNear = clamp01(mState.zNear); in applyRenderTarget() local [all...] |
/third_party/skia/third_party/externals/angle2/src/libGL/ |
H A D | entry_points_gl_1_autogen.cpp | 1935 GL_Frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) GL_Frustum() argument 4055 GL_Ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) GL_Ortho() argument [all...] |
H A D | libGL_autogen.cpp | 890 glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) in glOrtho() argument 439 glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) glFrustum() argument
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