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

  /external/mesa3d/src/mesa/swrast/
s_feedback.c 44 win[2] = v->attrib[VARYING_SLOT_POS][2] / ctx->DrawBuffer->_DepthMaxF;
114 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
126 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
135 const GLfloat zs = 1.0F / ctx->DrawBuffer->_DepthMaxF;
s_fragprog.c 245 (GLuint) (depth * ctx->DrawBuffer->_DepthMaxF + 0.5F);
s_copypix.c 207 const GLfloat depthMaxF = ctx->DrawBuffer->_DepthMaxF;
214 const GLdouble depthMaxF = ctx->DrawBuffer->_DepthMaxF;
s_depth.c 190 min = (GLint) (min_f * fb->_DepthMaxF);
191 max = (GLint) (max_f * fb->_DepthMaxF);
s_span.c 70 const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
627 const GLfloat zScale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
    [all...]
s_tritemp.h 137 const GLfloat maxDepth = ctx->DrawBuffer->_DepthMaxF;
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  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nouveau_util.h 157 a[MAT_SZ] = fb->_DepthMaxF * (vp->Far - vp->Near) / 2;
174 a[2] = fb->_DepthMaxF * (vp->Far + vp->Near) / 2;
nv04_render.c 49 viewport[MAT_SZ] /= fb->_DepthMaxF;
50 viewport[MAT_TZ] /= fb->_DepthMaxF;
nv10_state_fb.c 82 PUSH_DATAf(push, fb->_DepthMaxF / 2);
nv10_context.c 80 return ctx->DrawBuffer->_DepthMaxF * z;
  /external/mesa3d/src/mesa/main/
polygon.c 273 _mesa_PolygonOffset(factor, bias * ctx->DrawBuffer->_DepthMaxF );
framebuffer.c 73 fb->_DepthMaxF = (GLfloat) fb->_DepthMax;
76 fb->_MRD = (GLfloat)1.0 / fb->_DepthMaxF;
mtypes.h     [all...]
dlist.c     [all...]
  /external/mesa3d/src/mesa/tnl/
t_context.c 197 ctx->DrawBuffer->_DepthMaxF);
  /external/mesa3d/src/mesa/swrast_setup/
ss_tritmp.h 132 const GLfloat max = ctx->DrawBuffer->_DepthMaxF;
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_state.c 720 const GLfloat depthScale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
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  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_state.c 528 const GLfloat depthScale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
    [all...]
  /external/mesa3d/src/gallium/auxiliary/tgsi/
tgsi_exec.c     [all...]

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