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  /external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/d3d11/
Clear11.cpp 518 D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
519 dsDesc.DepthEnable = dsKey.clearDepth ? TRUE : FALSE;
520 dsDesc.DepthWriteMask = dsKey.clearDepth ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
521 dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
522 dsDesc.StencilEnable = dsKey.clearStencil ? TRUE : FALSE;
523 dsDesc.StencilReadMask = 0;
524 dsDesc.StencilWriteMask = dsKey.stencilWriteMask;
525 dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
526 dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
527 dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE
    [all...]
RenderStateCache.cpp 328 D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 };
329 dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE;
330 dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask);
331 dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc);
332 dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE;
333 dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask);
334 dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask);
335 dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail);
336 dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail);
337 dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass)
    [all...]

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