Lines Matching refs:needs

61 int GGLAssembler::scanline(const needs_t& needs, context_t const* c)
67 err = scanline_core(needs, c);
82 needs.p, needs.n, needs.t[0], needs.t[1], per_fragment_ops);
93 int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c)
100 mAA = GGL_READ_NEEDS(P_AA, needs.p);
101 mDithering = GGL_READ_NEEDS(P_DITHER, needs.p);
102 mAlphaTest = GGL_READ_NEEDS(P_ALPHA_TEST, needs.p) + GGL_NEVER;
103 mDepthTest = GGL_READ_NEEDS(P_DEPTH_TEST, needs.p) + GGL_NEVER;
104 mFog = GGL_READ_NEEDS(P_FOG, needs.p) != 0;
105 mSmooth = GGL_READ_NEEDS(SHADE, needs.n) != 0;
106 mBuilderContext.needs = needs;
109 mCbFormat = c->formats[ GGL_READ_NEEDS(CB_FORMAT, needs.n) ];
113 decodeLogicOpNeeds(needs);
115 decodeTMUNeeds(needs, c);
117 mBlendSrc = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRC, needs.n));
118 mBlendDst = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DST, needs.n));
119 mBlendSrcA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRCA, needs.n));
120 mBlendDstA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DSTA, needs.n));
155 const int masking = GGL_READ_NEEDS(MASK_ARGB, needs.n);
194 build_scanline_prolog(parts, needs);
349 fragment_parts_t& parts, const needs_t& needs)
399 const int need_fog = GGL_READ_NEEDS(P_FOG, needs.p);
413 if ((mDepthTest != GGL_ALWAYS) || GGL_READ_NEEDS(P_MASK_Z, needs.p)) {
724 const needs_t& needs = mBuilderContext.needs;
725 const int zmask = GGL_READ_NEEDS(P_MASK_Z, needs.p);
739 // computing the needs. but we keep it for completness.
787 const needs_t& needs = mBuilderContext.needs;
788 if ((mDepthTest != GGL_ALWAYS) || GGL_READ_NEEDS(P_MASK_Z, needs.p)) {
798 const needs_t& needs = mBuilderContext.needs;
799 if (GGL_READ_NEEDS(P_FOG, needs.p)) {
814 const needs_t& needs = mBuilderContext.needs;
815 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
949 const needs_t& needs = mBuilderContext.needs;
950 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;