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Searched refs:depthStencilDesc (Results 1 – 3 of 3) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d11/
DPixelTransfer11.cpp73 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()
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DBlit11.cpp657 D3D11_DEPTH_STENCIL_DESC depthStencilDesc; in initResources() local
658 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()
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DSwapChain11.cpp433 D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc; in resetOffscreenDepthBuffer() local
434 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()