Lines Matching full:machine
231 finish_pass(struct atifs_machine *machine)
236 COPY_4V(machine->PrevPassRegisters[i], machine->Registers[i]);
257 handle_pass_op(struct atifs_machine *machine, struct atifs_setupinst *texinst,
265 COPY_4V(machine->Registers[idx],
270 COPY_4V(machine->Registers[idx], machine->PrevPassRegisters[pass_tex]);
272 apply_swizzle(machine->Registers[idx], swizzle);
277 handle_sample_op(struct gl_context * ctx, struct atifs_machine *machine,
293 COPY_4V(tex_coords, machine->PrevPassRegisters[coord_source]);
296 fetch_texel(ctx, tex_coords, 0.0F, idx, machine->Registers[idx]);
311 * \param machine - virtual machine state
317 struct atifs_machine *machine, const SWspan *span,
334 finish_pass(machine);
338 handle_pass_op(machine, texinst, span, column, j);
340 handle_sample_op(ctx, machine, texinst, span, column, j);
353 machine->Registers[index - GL_REG_0_ATI]);
369 machine->Inputs[ATI_FS_INPUT_PRIMARY]);
372 machine->Inputs[ATI_FS_INPUT_SECONDARY]);
540 dstp = machine->Registers[dstreg - GL_REG_0_ATI];
557 * Init fragment shader virtual machine state.
560 init_machine(struct gl_context * ctx, struct atifs_machine *machine,
564 GLfloat (*inputs)[4] = machine->Inputs;
569 machine->Registers[i][j] = 0.0;
585 struct atifs_machine machine;
593 init_machine(ctx, &machine, shader, span, i);
595 execute_shader(ctx, shader, &machine, span, i);
599 const GLfloat *colOut = machine.Registers[0];