Lines Matching full:state
39 const uint32_t enables = c->state.enables;
40 needs_t new_needs(c->state.needs);
44 new_needs.n |= GGL_BUILD_NEEDS(c->state.buffers.color.format, CB_FORMAT);
50 uint32_t n = GGL_BUILD_NEEDS(c->state.buffers.color.format, CB_FORMAT);
53 uint32_t src = c->state.blend.src;
54 uint32_t dst = c->state.blend.dst;
55 uint32_t src_alpha = c->state.blend.src_alpha;
56 uint32_t dst_alpha = c->state.blend.dst_alpha;
57 const GGLFormat& cbf = c->formats[ c->state.buffers.color.format ];
84 if (c->state.blend.alpha_separate) {
99 n |= GGL_BUILD_NEEDS(c->state.mask.color^0xF, MASK_ARGB);
109 n |= GGL_BUILD_NEEDS(c->state.logic_op.opcode, LOGIC_OP);
115 p |= GGL_BUILD_NEEDS(c->state.alpha_test.func, P_ALPHA_TEST);
121 p |= GGL_BUILD_NEEDS(c->state.depth_test.func, P_DEPTH_TEST);
122 p |= GGL_BUILD_NEEDS(c->state.mask.depth&1, P_MASK_Z);
135 const texture_t& tx = c->state.texture[i];
162 if (new_needs != c->state.needs) {
163 c->state.needs = new_needs;