Searched defs:depthFail (Results 1 - 2 of 2) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstate.c803 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
811 glStencilOp(stencilFail, depthFail, stencilPass);
825 GLint depthFail = GL_KEEP; local
848 depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
858 func, stencilFail, depthFail, stencilPass,
876 func, ref, mask, stencilFail, depthFail, stencilPass);
882 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
905 glStencilOp(stencilFail, depthFail, stencilPass);
802 renderstate_stencil_twosided(struct wined3d_context *context, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass) argument
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstate.c798 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
808 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
848 GLint depthFail = GL_KEEP; local
871 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
881 func, stencilFail, depthFail, stencilPass,
900 func, ref, mask, stencilFail, depthFail, stencilPass);
906 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
929 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
797 renderstate_stencil_twosided(struct wined3d_context *context, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass) argument

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