/dports/graphics/mesa-dri-classic/mesa-20.2.3/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 98 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 161 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 204 if (v3d->blitter) in v3d_context_destroy() 210 if (v3d->uploader) in v3d_context_destroy() 225 ralloc_free(v3d); in v3d_context_destroy() 260 if (!v3d) in v3d_context_create() 293 v3d_job_init(v3d); in v3d_context_create() 299 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 300 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 301 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3d_program.c | 426 v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen, in v3d_get_compiled_shader() 538 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]); in v3d_update_compiled_fs() 619 v3d->prog.fs = v3d_get_compiled_shader(v3d, &key->base, sizeof(*key)); in v3d_update_compiled_fs() 663 if (!v3d->prog.bind_gs) { in v3d_update_compiled_gs() 670 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_GEOMETRY]); in v3d_update_compiled_gs() 686 if (gs != v3d->prog.gs) { in v3d_update_compiled_gs() 740 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]); in v3d_update_compiled_vs() 745 if (!v3d->prog.bind_gs) { in v3d_update_compiled_vs() 767 if (vs != v3d->prog.vs) { in v3d_update_compiled_vs() 780 if (!v3d->prog.bind_gs) { in v3d_update_compiled_vs() [all …]
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/dports/lang/clover/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/libosmesa/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/mesa-libs/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/mesa-gallium-va/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/mesa-gallium-vdpau/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/mesa-dri-gallium/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/mesa-gallium-xa/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/mesa-devel/mesa-22.0-branchpoint-2059-ge8a63cf61ec/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 98 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 161 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 283 if (v3d->blitter) in v3d_context_destroy() 286 if (v3d->uploader) in v3d_context_destroy() 308 ralloc_free(v3d); in v3d_context_destroy() 343 if (!v3d) in v3d_context_create() 376 v3d_job_init(v3d); in v3d_context_create() 382 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 383 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 384 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 494 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 500 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 509 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 512 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 563 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 927 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 930 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 932 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1248 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1453 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/graphics/mesa-dri/mesa-21.3.6/src/gallium/drivers/v3d/ |
H A D | v3d_context.c | 97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback() 160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled() 295 if (v3d->blitter) in v3d_context_destroy() 298 if (v3d->uploader) in v3d_context_destroy() 320 ralloc_free(v3d); in v3d_context_destroy() 355 if (!v3d) in v3d_context_create() 388 v3d_job_init(v3d); in v3d_context_create() 394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create() 395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create() 396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create() [all …]
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H A D | v3dx_draw.c | 490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state() 496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state() 505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state() 508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state() 559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state() 921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders() 924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders() 926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders() 1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo() 1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid() [all …]
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/dports/games/torcs/torcs-1.3.7/src/drivers/berniw2/ |
H A D | linalg.h | 33 v3d & operator=(const v3d &src); 35 v3d operator-(const v3d &src); 36 v3d operator+(const v3d &src); 50 inline v3d & v3d::operator=(const v3d &src) 56 inline v3d v3d::operator-(void) 62 inline v3d v3d::operator-(const v3d &src) 68 inline v3d v3d::operator+(const v3d &src) 74 inline v3d v3d::operator*(const double s) 92 inline v3d v3d::operator/(const double s) 111 inline void v3d::crossProduct(const v3d* b, v3d* r) { in crossProduct() [all …]
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/dports/games/torcs/torcs-1.3.7/src/drivers/berniw/ |
H A D | linalg.h | 33 v3d & operator=(const v3d &src); 35 v3d operator-(const v3d &src); 36 v3d operator+(const v3d &src); 50 inline v3d & v3d::operator=(const v3d &src) 56 inline v3d v3d::operator-(void) 62 inline v3d v3d::operator-(const v3d &src) 68 inline v3d v3d::operator+(const v3d &src) 74 inline v3d v3d::operator*(const double s) 92 inline v3d v3d::operator/(const double s) 111 inline void v3d::crossProduct(const v3d* b, v3d* r) { in crossProduct() [all …]
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/dports/games/torcs/torcs-1.3.7/src/drivers/berniw3/ |
H A D | linalg.h | 33 v3d & operator=(const v3d &src); 35 v3d operator-(const v3d &src); 36 v3d operator+(const v3d &src); 50 inline v3d & v3d::operator=(const v3d &src) 56 inline v3d v3d::operator-(void) 62 inline v3d v3d::operator-(const v3d &src) 68 inline v3d v3d::operator+(const v3d &src) 74 inline v3d v3d::operator*(const double s) 92 inline v3d v3d::operator/(const double s) 111 inline void v3d::crossProduct(const v3d* b, v3d* r) { in crossProduct() [all …]
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