Searched refs:m_depthMask (Results 1 – 10 of 10) sorted by relevance
63 , m_depthMask(depthMask) in QSSGRenderBackendDepthStencilStateGL()75 …: m_depthEnable(true), m_depthMask(true), m_depthFunc(QSSGRenderBoolOp::LessThanOrEqual), m_stenci… in QSSGRenderBackendDepthStencilStateGL()90 m_depthMask = rhs.m_depthMask;103 …return (m_depthEnable == other.m_depthEnable && m_depthMask == other.m_depthMask && m_depthFunc ==…110 bool m_depthMask; ///< enable / disable depth writes variable
442 if (inputState->m_depthMask != m_currentDepthStencilState->m_depthMask) { in setDepthStencilState()443 GL_CALL_FUNCTION(glDepthMask(inputState->m_depthMask)); in setDepthStencilState()444 m_currentDepthStencilState->m_depthMask = inputState->m_depthMask; in setDepthStencilState()
103 bool depthMask() const { return m_depthMask; } in depthMask()117 bool m_depthMask; ///< depth writes enabled variable
47 , m_depthMask(depthMask) in QSSGRenderDepthStencilState()
533 m_depthMask(true), in duDisplayList()572 m_depthMask = state; in depthMask()607 dd->depthMask(m_depthMask); in draw()
200 bool m_depthMask; variable
450 GC3Dboolean m_depthMask; variable
409 m_depthMask = true; in initializeNewContext()526 if (!combinedClear || !m_depthMask || !(mask & GraphicsContext3D::DEPTH_BUFFER_BIT)) in clearIfComposited()551 m_context->depthMask(m_depthMask); in clearIfComposited()1304 m_depthMask = flag; in depthMask()
381 , m_depthMask (true) in ReferenceContext()2957 m_depthMask = !!mask; in depthMask()3238 if ((mask & GL_DEPTH_BUFFER_BIT) && m_depthMask) in blitFramebuffer()3393 if (hasDepth && (buffers & GL_DEPTH_BUFFER_BIT) != 0 && m_depthMask) in clear()3508 if (!isEmpty(area) && m_depthMask) in clearBufferfv()4326 state.fragOps.depthMask = m_depthMask; in drawWithReference()
955 bool m_depthMask; member in sglr::ReferenceContext