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    Searched refs:SWRAST_MAX_WIDTH (Results 1 - 19 of 19) sorted by null

  /external/mesa3d/src/mesa/swrast/
s_span.h 75 GLfloat attribs[FRAG_ATTRIB_MAX][SWRAST_MAX_WIDTH][4];
78 GLubyte mask[SWRAST_MAX_WIDTH];
84 GLubyte rgba8[SWRAST_MAX_WIDTH][4];
85 GLushort rgba16[SWRAST_MAX_WIDTH][4];
87 GLint x[SWRAST_MAX_WIDTH]; /**< fragment X coords */
88 GLint y[SWRAST_MAX_WIDTH]; /**< fragment Y coords */
89 GLuint z[SWRAST_MAX_WIDTH]; /**< fragment Z coords */
90 GLuint index[SWRAST_MAX_WIDTH]; /**< Color indexes */
91 GLfloat lambda[MAX_TEXTURE_COORD_UNITS][SWRAST_MAX_WIDTH]; /**< Texture LOD */
92 GLfloat coverage[SWRAST_MAX_WIDTH]; /**< Fragment coverage for AA/smoothing *
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s_context.c 730 assert(ctx->Const.MaxViewportWidth <= SWRAST_MAX_WIDTH);
731 assert(ctx->Const.MaxViewportHeight <= SWRAST_MAX_WIDTH);
733 assert(ctx->Const.MaxRenderbufferSize <= SWRAST_MAX_WIDTH);
735 /* make sure largest texture image is <= SWRAST_MAX_WIDTH in size */
736 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
737 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
738 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
740 assert(PROG_MAX_WIDTH == SWRAST_MAX_WIDTH);
806 swrast->stencil_temp.buf1 = (GLubyte *) malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
807 swrast->stencil_temp.buf2 = (GLubyte *) malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte))
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s_drawpix.c 322 && width <= SWRAST_MAX_WIDTH
342 && width <= SWRAST_MAX_WIDTH
370 /* in case width > SWRAST_MAX_WIDTH do the copy in chunks */
372 const GLint spanWidth = MIN2(width - skipPixels, SWRAST_MAX_WIDTH);
374 ASSERT(span.end <= SWRAST_MAX_WIDTH);
456 /* if the span is wider than SWRAST_MAX_WIDTH we have to do it in chunks */
458 const GLint spanWidth = MIN2(width - skipPixels, SWRAST_MAX_WIDTH);
s_bitmap.c 126 if (count + width >= SWRAST_MAX_WIDTH || row + 1 == height) {
s_logic.c 196 ASSERT(span->end < SWRAST_MAX_WIDTH);
s_masking.c 49 ASSERT(n < SWRAST_MAX_WIDTH);
swrast.h 62 #define SWRAST_MAX_WIDTH 16384