If I disable depth testing with

glDisable(GL_DEPTH_TEST);

but still request a stencil op on depth pass / fail (in my case fail) with something like

glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);

Will it still perform the stencil operatrion for failed depth tests as specified by the depth function, or does depth testing need to be enabled.

I ask because I need to draw all geometry regardless of whats in the z buffer, but I also need to decrement / increment the stencil buffer on z fails.