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80    ASSERT(ctx->Texture._EnabledCoordUnits == 0);\
106 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \
128 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
136 const GLubyte *texture = (const GLubyte *) swImg->Map; \
140 if (!rb || !texture) { \
154 rgba[i][RCOMP] = texture[pos+2]; \
155 rgba[i][GCOMP] = texture[pos+1]; \
156 rgba[i][BCOMP] = texture[pos+0]; \
186 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
194 const GLubyte *texture = (const GLubyte *) swImg->Map; \
198 if (!rb || !texture) { \
215 rgba[i][RCOMP] = texture[pos+2]; \
216 rgba[i][GCOMP] = texture[pos+1]; \
217 rgba[i][BCOMP] = texture[pos+0]; \
244 const GLchan *texture;
267 * texture env modes.
273 GLchan sample[4]; /* the filtered texture sample */
274 const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
367 const GLchan *tex00 = info->texture + COMPS * pos; \
386 const GLchan *tex00 = info->texture + COMPS * pos; \
413 ctx->Texture._EnabledCoordUnits = 0x0;
519 /* re-enable texture units */
520 ctx->Texture._EnabledCoordUnits = texEnableSave;
541 struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
543 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
550 info.texture = (const GLchan *) swImg->Map; \
569 if (!info.texture) { \
582 _mesa_problem(NULL, "Bad texture format in affine_texture_triangle");\
600 const GLchan *texture;
601 GLfixed er, eg, eb, ea; /* texture env color */
610 GLchan sample[4]; /* the filtered texture sample */
626 const GLchan *tex00 = info->texture + COMP * pos; \
651 const GLchan *tex00 = info->texture + COMP * pos; \
678 const GLuint texEnableSave = ctx->Texture._EnabledCoordUnits;
679 ctx->Texture._EnabledCoordUnits = 0;
792 ctx->Texture._EnabledCoordUnits = texEnableSave;
810 const struct gl_texture_unit *unit = ctx->Texture.Unit+0; \
812 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \
817 info.texture = (const GLchan *) swImg->Map; \
835 if (!info.texture) { \
848 _mesa_problem(NULL, "Bad texture format in persp_textured_triangle");\
1042 if (ctx->Texture._EnabledCoordUnits ||
1054 texObj2D = ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX];
1055 if (ctx->Texture.Unit[0].Sampler)
1056 samp = ctx->Texture.Unit[0].Sampler;
1068 envMode = ctx->Texture.Unit[0].EnvMode;
1070 /* First see if we can use an optimized 2-D texture function */
1071 if (ctx->Texture._EnabledCoordUnits == 0x1
1074 && ctx->Texture._EnabledUnits == 0x1
1075 && ctx->Texture.Unit[0]._ReallyEnabled == TEXTURE_2D_BIT
1086 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT
1087 && ctx->Texture.Unit[0].EnvMode != GL_COMBINE4_NV) {