Searched defs:depthFail (Results 1 - 2 of 2) sorted by relevance
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | state.c | 803 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
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | state.c | 798 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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