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    Searched refs:blendState (Results 1 - 5 of 5) sorted by null

  /external/mesa3d/src/pixelflinger2/
pixelflinger2.cpp 69 ctx->state.blendState.color[0] = MIN2(MAX2(red * 255, 0.0f), 255.0f);
70 ctx->state.blendState.color[1] = MIN2(MAX2(green * 255, 0.0f), 255.0f);
71 ctx->state.blendState.color[2] = MIN2(MAX2(blue * 255, 0.0f), 255.0f);
72 ctx->state.blendState.color[3] = MIN2(MAX2(alpha * 255, 0.0f), 255.0f);
85 ctx->state.blendState.ce = (GGLBlendState::GGLBlendFunc)(modeRGB - GL_FUNC_ADD);
86 ctx->state.blendState.ae = (GGLBlendState::GGLBlendFunc)(modeAlpha - GL_FUNC_ADD);
138 ctx->state.blendState.scf = GLBlendFactor(srcRGB);
139 ctx->state.blendState.saf = GLBlendFactor(srcAlpha);
140 ctx->state.blendState.dcf = GLBlendFactor(dstRGB);
141 ctx->state.blendState.daf = GLBlendFactor(dstAlpha)
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llvm_scanline.cpp 267 if (!gglCtx->blendState.enable) {
335 Value * constant = constIntVec(builder,gglCtx->blendState.color[0],
336 gglCtx->blendState.color[1],
337 gglCtx->blendState.color[2],
338 gglCtx->blendState.color[3]);
348 Value * sf = BlendFactor(gglCtx->blendState.scf, src, dst,
351 if (gglCtx->blendState.scf != gglCtx->blendState.saf) {
352 Value * sfA = BlendFactor(gglCtx->blendState.saf, srcA, dstA,
359 Value * df = BlendFactor(gglCtx->blendState.dcf, src, dst
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scanline.cpp 437 // Vec4<BlendComp_t> blendStateColor(ctx->state.blendState.color[0], ctx->state.blendState.color[1],
438 // ctx->state.blendState.color[2], ctx->state.blendState.color[3]);
440 // BlendFactor(ctx->state.blendState.scf, sf, src, dst,
443 // if (ctx->state.blendState.scf != ctx->state.blendState.saf)
444 // BlendFactor(ctx->state.blendState.saf, sf.a, src.a, dst.a,
447 // BlendFactor(ctx->state.blendState.dcf, df, src, dst,
450 // if (ctx->state.blendState.dcf != ctx->state.blendState.daf
    [all...]
shader.cpp 100 GGLBlendState blendState;
292 key->scanLineKey.blendState = ctx->blendState;
    [all...]
  /external/mesa3d/include/pixelflinger2/
pixelflinger2_interface.h 158 GGLBlendState_t blendState; // all affect scanline jit

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