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bool | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator== (const SStencilOpState &lhs, const SStencilOpState &rhs) |
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bool | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator!= (const SStencilOpState &lhs, const SStencilOpState &rhs) |
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bool | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator== (const CDeviceCommandContext::Rect &lhs, const CDeviceCommandContext::Rect &rhs) |
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bool | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::operator!= (const CDeviceCommandContext::Rect &lhs, const CDeviceCommandContext::Rect &rhs) |
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void | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyDepthMask (const bool depthWriteEnabled) |
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void | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyColorMask (const uint8_t colorWriteMask) |
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void | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::ApplyStencilMask (const uint32_t stencilWriteMask) |
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GLenum | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::BufferTypeToGLTarget (const CBuffer::Type type) |
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void | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::UploadDynamicBufferRegionImpl (const GLenum target, const uint32_t bufferSize, const uint32_t dataOffset, const uint32_t dataSize, const CDeviceCommandContext::UploadBufferFunction &uploadFunction) |
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void | Renderer::Backend::GL::anonymous_namespace{DeviceCommandContext.cpp}::InvalidateFramebuffer (CFramebuffer *framebuffer, const bool color, const bool depthStencil) |
| In case we don't need a framebuffer content (because of the following clear or overwriting by a shader) we might give a hint to a driver via glInvalidateFramebuffer. More...
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