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    Searched refs:FALLBACK (Results 1 - 25 of 45) sorted by null

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  /external/chromium_org/webkit/browser/appcache/
appcache_entry.h 25 FALLBACK = 1 << 4,
48 bool IsFallback() const { return (types_ & FALLBACK) != 0; }
manifest_parser.cc 62 FALLBACK,
168 } else if (line == L"FALLBACK:") {
169 mode = FALLBACK;
299 } else if (mode == FALLBACK) {
323 // Fallback namespace URL must have the same scheme, host and port
329 // Skip whitespace separating fallback namespace from URL.
349 // Fallback entry URL must have the same scheme, host and port
appcache_unittest.cc 77 AppCacheEntry entry2(AppCacheEntry::FALLBACK, kBarResponseId, kBarSize);
198 AppCacheEntry(AppCacheEntry::FALLBACK, kFallbackResponseId1));
201 AppCacheEntry(AppCacheEntry::FALLBACK, kFallbackResponseId2));
429 // Setup an appcache with a fallback namespace that uses pattern matching.
443 AppCacheEntry(AppCacheEntry::FALLBACK, kFallbackResponseId));
546 const GURL kFallbackUrl("http://foo.com/fallback.html");
552 "FALLBACK:\r"
553 "/ /fallback.html\r"
577 AppCacheEntry(AppCacheEntry::FALLBACK, 2, 2));
appcache_storage_impl_unittest.cc 689 entry_record.flags = AppCacheEntry::FALLBACK;
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/r200/
r200_state.h 55 #define FALLBACK( rmesa, bit, mode ) do { \
56 if ( 0 ) fprintf( stderr, "FALLBACK in %s: #%d=%d\n", \
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/radeon/
radeon_state.h 57 #define FALLBACK( rmesa, bit, mode ) do { \
58 if ( 0 ) fprintf( stderr, "FALLBACK in %s: #%d=%d\n", \
radeon_context.c 90 &_tnl_render_stage, /* FALLBACK: */
153 radeon->vtbl.fallback = radeonFallback;
403 FALLBACK(rmesa, RADEON_FALLBACK_DISABLE, 1);
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_state.h 55 #define FALLBACK( rmesa, bit, mode ) do { \
56 if ( 0 ) fprintf( stderr, "FALLBACK in %s: #%d=%d\n", \
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_state.h 57 #define FALLBACK( rmesa, bit, mode ) do { \
58 if ( 0 ) fprintf( stderr, "FALLBACK in %s: #%d=%d\n", \
radeon_context.c 90 &_tnl_render_stage, /* FALLBACK: */
153 radeon->vtbl.fallback = radeonFallback;
403 FALLBACK(rmesa, RADEON_FALLBACK_DISABLE, 1);
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i915/
i830_context.c 85 FALLBACK(intel, INTEL_FALLBACK_USER, 1);
i915_vtbl.c 651 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
668 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
751 * drawbuffers are too big, we have to fallback to software.
755 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
757 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
762 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
765 /* Check for depth fallback. */
767 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
770 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
773 /* No fallback is needed because there is no depth buffer. *
    [all...]
i830_vtbl.c 677 FALLBACK(intel, I830_FALLBACK_DRAW_OFFSET,
751 * regions for hardware drawing. We'll fallback to software below. Not
752 * having regions set makes some of the software fallback paths faster.
789 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
792 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
795 /* Check for depth fallback. */
797 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
800 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
803 /* No fallback is needed because there is no depth buffer. */
804 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false)
    [all...]
i915_context.c 211 FALLBACK(intel, INTEL_FALLBACK_USER, 1);
235 * we'll still have to check and fallback each time.
i915_state.c 650 FALLBACK(&i915->intel, I915_FALLBACK_POINT_SPRITE_COORD_ORIGIN,
684 * Thus, do fallback when needed.
686 FALLBACK(intel, I915_FALLBACK_COORD_REPLACE,
819 FALLBACK(&i915->intel, I915_FALLBACK_LOGICOP, state);
1057 /* Fallback to swrast for select and feedback.
1063 FALLBACK(intel, INTEL_FALLBACK_RENDERMODE, (mode != GL_RENDER));
    [all...]
i830_texstate.c 361 FALLBACK(intel, I830_FALLBACK_TEXTURE, !ok);
i915_texstate.c 298 * Fallback if there's ever a danger that they might refer to
301 * Effectively this means fallback on 3D clamp or
438 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);
i830_state.c 791 FALLBACK(&i830->intel, I830_FALLBACK_LOGICOP, state);
884 FALLBACK(&i830->intel, I830_FALLBACK_STENCIL, state);
    [all...]
  /external/mesa3d/src/mesa/drivers/dri/i915/
i830_context.c 85 FALLBACK(intel, INTEL_FALLBACK_USER, 1);
i915_vtbl.c 651 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
668 FALLBACK(intel, I915_FALLBACK_DRAW_OFFSET,
751 * drawbuffers are too big, we have to fallback to software.
755 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
757 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
762 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
765 /* Check for depth fallback. */
767 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
770 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
773 /* No fallback is needed because there is no depth buffer. *
    [all...]
i830_vtbl.c 677 FALLBACK(intel, I830_FALLBACK_DRAW_OFFSET,
751 * regions for hardware drawing. We'll fallback to software below. Not
752 * having regions set makes some of the software fallback paths faster.
789 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, true);
792 FALLBACK(intel, INTEL_FALLBACK_DRAW_BUFFER, false);
795 /* Check for depth fallback. */
797 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false);
800 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, true);
803 /* No fallback is needed because there is no depth buffer. */
804 FALLBACK(intel, INTEL_FALLBACK_DEPTH_BUFFER, false)
    [all...]
i915_context.c 211 FALLBACK(intel, INTEL_FALLBACK_USER, 1);
235 * we'll still have to check and fallback each time.
i915_state.c 650 FALLBACK(&i915->intel, I915_FALLBACK_POINT_SPRITE_COORD_ORIGIN,
684 * Thus, do fallback when needed.
686 FALLBACK(intel, I915_FALLBACK_COORD_REPLACE,
819 FALLBACK(&i915->intel, I915_FALLBACK_LOGICOP, state);
1057 /* Fallback to swrast for select and feedback.
1063 FALLBACK(intel, INTEL_FALLBACK_RENDERMODE, (mode != GL_RENDER));
    [all...]
i830_texstate.c 361 FALLBACK(intel, I830_FALLBACK_TEXTURE, !ok);
i915_texstate.c 298 * Fallback if there's ever a danger that they might refer to
301 * Effectively this means fallback on 3D clamp or
438 FALLBACK(intel, I915_FALLBACK_TEXTURE, !ok);

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