/reactos/dll/opengl/mesa/ |
H A D | depth.c | 198 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() [all …]
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H A D | depth.h | 53 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[] );
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H A D | span.h | 43 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[],
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H A D | linetemp.h | 103 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); [all …]
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H A D | fog.h | 54 GLuint n, const GLdepth z[], 59 GLuint n, const GLdepth z[], GLuint indx[] );
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H A D | stencil.h | 59 const GLdepth z[], GLubyte mask[] ); 69 const GLint y[], const GLdepth z[],
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H A D | pixel.h | 64 GLuint n, GLint x, GLint y, const GLdepth z[], 72 GLuint n, GLint x, GLint y, const GLdepth z[],
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H A D | lines.c | 259 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()
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H A D | triangle.c | 235 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()
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H A D | dd.h | 384 GLuint n, GLint x, GLint y, const GLdepth z[], 388 const GLdepth z[], GLubyte mask[] ); 398 GLuint n, GLint x, GLint y, GLdepth depth[] );
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H A D | drawpix.c | 104 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()
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H A D | tritemp.h | 497 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);
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H A D | span.c | 168 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()
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H A D | copypix.c | 72 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()
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H A D | pixel.c | 137 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()
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H A D | fog.c | 253 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()
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H A D | pb.h | 58 GLdepth z[PB_SIZE]; /* Z window coord in [0,MAX_DEPTH] */
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H A D | stencil.c | 515 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()
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H A D | types.h | 218 typedef GLint GLdepth; typedef 1181 GLdepth *Depth; /* array [Width*Height] of GLdepth values */
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H A D | points.c | 201 GLdepth *pbz = PB->z; in size1_ci_points()
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H A D | context.c | 960 if (depth_bits > 8*sizeof(GLdepth)) { in gl_create_visual() 1003 vis->DepthBits = (depth_bits>0) ? 8*sizeof(GLdepth) : 0; in gl_create_visual()
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H A D | readpix.c | 288 (*ctx->Driver.ReadDepthSpanInt)( ctx, width, x, y, (GLdepth*) dst); in read_depth_pixels()
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