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Searched refs:GLdepth (Results 1 – 22 of 22) sorted by relevance

/reactos/dll/opengl/mesa/
H A Ddepth.c198 GLdepth *zptr = Z_ADDRESS( ctx, x, y ); in gl_depth_test_span_generic()
423 GLdepth *zptr = Z_ADDRESS( ctx, x, y ); in gl_depth_test_span_less()
452 GLdepth *zptr = Z_ADDRESS( ctx, x, y ); in gl_depth_test_span_greater()
493 register GLdepth *zptr; in gl_depth_test_pixels_generic()
730 GLdepth *zptr; in gl_depth_test_pixels_less()
756 GLdepth *zptr; in gl_depth_test_pixels_greater()
792 GLdepth *zptr; in gl_read_depth_span_float()
824 GLdepth *zptr = Z_ADDRESS( ctx, x, y ); in gl_read_depth_span_int()
825 MEMCPY( depth, zptr, n * sizeof(GLdepth) ); in gl_read_depth_span_int()
877 GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE); in gl_clear_depth_buffer()
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H A Ddepth.h53 const GLdepth z[], GLubyte mask[] );
57 const GLdepth z[], GLubyte mask[] );
61 const GLdepth z[], GLubyte mask[] );
68 const GLdepth z[], GLubyte mask[] );
73 const GLdepth z[], GLubyte mask[] );
78 const GLdepth z[], GLubyte mask[] );
87 GLdepth depth[] );
H A Dspan.h43 GLuint n, GLint x, GLint y, GLdepth z[],
48 GLuint n, GLint x, GLint y, GLdepth z[],
53 GLuint n, GLint x, GLint y, GLdepth z[],
60 GLuint n, GLint x, GLint y, GLdepth z[],
66 GLuint n, GLint x, GLint y, GLdepth z[],
H A Dlinetemp.h103 GLdepth *zPtr;
200 zPtrXstep = -((GLint)sizeof(GLdepth));
211 zPtrXstep = sizeof(GLdepth);
224 zPtrYstep = -ctx->Buffer->Width * sizeof(GLdepth);
235 zPtrYstep = ctx->Buffer->Width * sizeof(GLdepth);
291 GLdepth Z = z0;
318 zPtr = (GLdepth *) ((GLubyte*) zPtr + zPtrXstep);
357 zPtr = (GLdepth *) ((GLubyte*) zPtr + zPtrYstep);
410 GLdepth Z = z0;
437 zPtr = (GLdepth *) ((GLubyte*) zPtr + zPtrYstep);
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H A Dfog.h54 GLuint n, const GLdepth z[],
59 GLuint n, const GLdepth z[], GLuint indx[] );
H A Dstencil.h59 const GLdepth z[], GLubyte mask[] );
69 const GLint y[], const GLdepth z[],
H A Dpixel.h64 GLuint n, GLint x, GLint y, const GLdepth z[],
72 GLuint n, GLint x, GLint y, const GLdepth z[],
H A Dlines.c259 GLdepth *pbz = ctx->PB->z; in flat_ci_z_line()
313 GLdepth *pbz = ctx->PB->z; in flat_rgba_z_line()
368 GLdepth *pbz = ctx->PB->z; in smooth_ci_z_line()
430 GLdepth *pbz = ctx->PB->z; in smooth_rgba_z_line()
474 GLdepth *pbz = ctx->PB->z; in general_smooth_ci_line()
543 GLdepth *pbz = ctx->PB->z; in general_flat_ci_line()
606 GLdepth *pbz = ctx->PB->z; in general_smooth_rgba_line()
696 GLdepth *pbz = ctx->PB->z; in general_flat_rgba_line()
761 GLdepth *pbz = ctx->PB->z; in flat_textured_line()
820 GLdepth *pbz = ctx->PB->z; in smooth_textured_line()
H A Dtriangle.c235 GLdepth zspan[MAX_WIDTH]; \ in flat_ci_triangle()
263 GLdepth zspan[MAX_WIDTH]; \ in smooth_ci_triangle()
303 GLdepth zspan[MAX_WIDTH]; \ in flat_rgba_triangle()
334 GLdepth zspan[MAX_WIDTH]; \ in smooth_rgba_triangle()
435 GLdepth z = ffz; \ in simple_z_textured_triangle()
491 GLdepth zspan[MAX_WIDTH]; \ in general_textured_triangle()
623 GLdepth zspan[MAX_WIDTH]; \ in lambda_textured_triangle()
H A Ddd.h384 GLuint n, GLint x, GLint y, const GLdepth z[],
388 const GLdepth z[], GLubyte mask[] );
398 GLuint n, GLint x, GLint y, GLdepth depth[] );
H A Ddrawpix.c104 GLdepth zspan[MAX_WIDTH]; in draw_index_pixels()
114 GLdepth zval = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE); in draw_index_pixels()
406 GLdepth zspan[MAX_WIDTH]; in draw_depth_pixels()
422 GLdepth zspan[MAX_WIDTH]; in draw_depth_pixels()
495 zspan[j] = (GLdepth) (CLAMP( depth[j], 0.0F, 1.0F ) * DEPTH_SCALE); in draw_depth_pixels()
529 GLdepth zspan[MAX_WIDTH]; in draw_color_pixels()
542 GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE); in draw_color_pixels()
H A Dtritemp.h497 GLdepth *zRow;
613 dZRowOuter = (ctx->Buffer->Width + idxOuter) * sizeof(GLdepth);
692 dZRowInner = dZRowOuter + sizeof(GLdepth);
795 zRow = (GLdepth*) ((GLubyte*)zRow + dZRowOuter);
825 zRow = (GLdepth*) ((GLubyte*)zRow + dZRowInner);
H A Dspan.c168 GLuint n, GLint x, GLint y, GLdepth z[], in gl_write_index_span()
256 GLuint n, GLint x, GLint y, GLdepth z[], in gl_write_monoindex_span()
379 GLuint n, GLint x, GLint y, GLdepth z[], in gl_write_color_span()
532 GLuint n, GLint x, GLint y, GLdepth z[], in gl_write_monocolor_span()
700 GLuint n, GLint x, GLint y, GLdepth z[], in gl_write_texture_span()
H A Dcopypix.c72 DEFARRAY( GLdepth, zspan, MAX_WIDTH ); in copy_rgb_pixels()
203 GLdepth zspan[MAX_WIDTH]; in copy_ci_pixels()
296 GLdepth zspan[MAX_WIDTH]; in copy_depth_pixels()
H A Dpixel.c137 GLuint n, GLint x, GLint y, const GLdepth z[], in gl_write_zoomed_color_span()
147 GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */ in gl_write_zoomed_color_span()
238 GLuint n, GLint x, GLint y, const GLdepth z[], in gl_write_zoomed_index_span()
245 GLdepth zdepth[MAX_WIDTH]; /* zoomed depth values */ in gl_write_zoomed_index_span()
H A Dfog.c253 GLuint n, const GLdepth z[], GLubyte red[], in gl_fog_color_pixels()
334 GLuint n, const GLdepth z[], GLuint index[] ) in gl_fog_index_pixels()
H A Dpb.h58 GLdepth z[PB_SIZE]; /* Z window coord in [0,MAX_DEPTH] */
H A Dstencil.c515 GLuint n, GLint x, GLint y, const GLdepth z[], in gl_depth_stencil_span()
884 const GLdepth z[], GLubyte mask[] ) in gl_depth_stencil_pixels()
H A Dtypes.h218 typedef GLint GLdepth; typedef
1181 GLdepth *Depth; /* array [Width*Height] of GLdepth values */
H A Dpoints.c201 GLdepth *pbz = PB->z; in size1_ci_points()
H A Dcontext.c960 if (depth_bits > 8*sizeof(GLdepth)) { in gl_create_visual()
1003 vis->DepthBits = (depth_bits>0) ? 8*sizeof(GLdepth) : 0; in gl_create_visual()
H A Dreadpix.c288 (*ctx->Driver.ReadDepthSpanInt)( ctx, width, x, y, (GLdepth*) dst); in read_depth_pixels()