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    Searched refs:bufferState (Results 1 - 6 of 6) sorted by null

  /external/mesa3d/src/pixelflinger2/
llvm_scanline.cpp 491 if (gglCtx->bufferState.stencilTest) {
512 if (GGL_PIXEL_FORMAT_RGBA_8888 == gglCtx->bufferState.colorFormat)
514 else if (GGL_PIXEL_FORMAT_RGB_565 == gglCtx->bufferState.colorFormat) {
517 } else if (GGL_PIXEL_FORMAT_UNKNOWN == gglCtx->bufferState.colorFormat)
524 if (gglCtx->bufferState.depthTest) {
525 assert(GGL_PIXEL_FORMAT_Z_32 == gglCtx->bufferState.depthFormat);
539 if (gglCtx->bufferState.stencilTest) {
570 if (gglCtx->bufferState.depthTest) {
593 switch (0x200 | gglCtx->bufferState.depthFunc) {
644 dst = ScreenColorToIntVector(builder, gglCtx->bufferState.colorFormat, frameColor)
    [all...]
buffer.cpp 30 ctx->state.bufferState.depthFunc = func & 0x7;
205 ctx->state.bufferState.colorFormat = ctx->frameSurface.format;
215 ctx->state.bufferState.depthFormat = ctx->depthSurface.format;
225 ctx->state.bufferState.stencilFormat = ctx->stencilSurface.format;
pixelflinger2.cpp 160 changed |= ctx->state.bufferState.depthTest ^ enable;
161 ctx->state.bufferState.depthTest = enable;
164 changed |= ctx->state.bufferState.stencilTest ^ enable;
165 ctx->state.bufferState.stencilTest = enable;
scanline.cpp 375 // switch (0x200 | ctx->state.bufferState.depthFunc) {
556 // else if (ctx->state.bufferState.depthTest)
580 if (ctx->state.bufferState.stencilTest) {
581 if (ctx->state.bufferState.depthTest) {
593 if (ctx->state.bufferState.depthTest) {
shader.cpp 99 GGLBufferState bufferState;
291 key->scanLineKey.bufferState = ctx->bufferState;
    [all...]
  /external/mesa3d/include/pixelflinger2/
pixelflinger2_interface.h 156 GGLBufferState_t bufferState; // all affect scanline jit

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