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Lines Matching defs:a0

454  * Compute a0 for a constant-valued coefficient (GL_FLAT shading).
456 * The result will be put into setup->coef[slot].a0[i].
472 coef->a0[i] = setup->vprovoke[vertSlot][i];
477 * Compute a0, dadx and dady for a linearly interpolated coefficient,
499 /* calculate a0 as the value which would be sampled for the
505 * result in the subtraction and re-addition from a0 of a very
507 * fractional bits and precision from a0. the way to fix this is
508 * to define a0 as the sample at a pixel center somewhere near vmin
511 coef->a0[i] = (v[0] -
518 setup->coef[slot].a0[i],
526 * Compute a0, dadx and dady for a perspective-corrected interpolant,
529 * the plane coefficients (a0, dadx, dady).
563 coef->a0[i] = (mina -
581 setup->coef[slot].a0[0] = fsInfo->pixel_center_integer ? 0.0 : 0.5;
585 setup->coef[slot].a0[1] =
591 setup->coef[slot].a0[2] = setup->posCoef.a0[2];
595 setup->coef[slot].a0[3] = setup->posCoef.a0[3];
603 * Compute the setup->coef[] array dadx, dady, a0 values.
667 setup->coef[fragSlot].a0[0] = setup->facing * -2.0f + 1.0f;
895 * Compute a0, dadx and dady for a linearly interpolated coefficient,
910 coef->a0[i] = (v[0] -
917 * Compute a0, dadx and dady for a perspective-corrected interpolant,
927 const float a0 = v[0] * setup->vmin[0][3];
929 const float da = a1 - a0;
934 coef->a0[i] = (a0 -
941 * Compute the setup->coef[] array dadx, dady, a0 values.
1021 setup->coef[fragSlot].a0[0] = setup->facing * -2.0f + 1.0f;
1185 coef->a0[i] = vert[vertSlot][i] * vert[0][3];
1268 setup->coef[fragSlot].a0[0] = setup->facing * -2.0f + 1.0f;