Searched refs:depthStencilDesc (Results 1 – 3 of 3) sorted by relevance
73 D3D11_DEPTH_STENCIL_DESC depthStencilDesc; in loadResources() local74 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()[all …]
657 D3D11_DEPTH_STENCIL_DESC depthStencilDesc; in initResources() local658 depthStencilDesc.DepthEnable = TRUE; in initResources()659 depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; in initResources()660 depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; in initResources()661 depthStencilDesc.StencilEnable = FALSE; in initResources()662 depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; in initResources()663 depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; in initResources()664 depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; in initResources()665 depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; in initResources()666 depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; in initResources()[all …]
433 D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc; in resetOffscreenDepthBuffer() local434 depthStencilDesc.Format = depthBufferFormatInfo.dsvFormat; in resetOffscreenDepthBuffer()435 depthStencilDesc.ViewDimension = in resetOffscreenDepthBuffer()437 depthStencilDesc.Flags = 0; in resetOffscreenDepthBuffer()438 depthStencilDesc.Texture2D.MipSlice = 0; in resetOffscreenDepthBuffer()440 result = mRenderer->allocateResource(displayD3D, depthStencilDesc, in resetOffscreenDepthBuffer()