Lines Matching refs:depthStencilDesc
73 D3D11_DEPTH_STENCIL_DESC depthStencilDesc; in loadResources() local
74 depthStencilDesc.DepthEnable = true; in loadResources()
75 depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in loadResources()
76 depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; in loadResources()
77 depthStencilDesc.StencilEnable = FALSE; in loadResources()
78 depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; in loadResources()
79 depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; in loadResources()
80 depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; in loadResources()
81 depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; in loadResources()
82 depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; in loadResources()
83 depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; in loadResources()
84 depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; in loadResources()
85 depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; in loadResources()
86 depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; in loadResources()
87 depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; in loadResources()
89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources()