Lines Matching defs:needs

62 int GGLAssembler::scanline(const needs_t& needs, context_t const* c)
68 err = scanline_core(needs, c);
83 needs.p, needs.n, needs.t[0], needs.t[1], per_fragment_ops);
94 int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c)
101 mAA = GGL_READ_NEEDS(P_AA, needs.p);
102 mDithering = GGL_READ_NEEDS(P_DITHER, needs.p);
103 mAlphaTest = GGL_READ_NEEDS(P_ALPHA_TEST, needs.p) + GGL_NEVER;
104 mDepthTest = GGL_READ_NEEDS(P_DEPTH_TEST, needs.p) + GGL_NEVER;
105 mFog = GGL_READ_NEEDS(P_FOG, needs.p) != 0;
106 mSmooth = GGL_READ_NEEDS(SHADE, needs.n) != 0;
107 mBuilderContext.needs = needs;
110 mCbFormat = c->formats[ GGL_READ_NEEDS(CB_FORMAT, needs.n) ];
114 decodeLogicOpNeeds(needs);
116 decodeTMUNeeds(needs, c);
118 mBlendSrc = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRC, needs.n));
119 mBlendDst = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DST, needs.n));
120 mBlendSrcA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRCA, needs.n));
121 mBlendDstA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DSTA, needs.n));
156 const int masking = GGL_READ_NEEDS(MASK_ARGB, needs.n);
195 build_scanline_prolog(parts, needs);
352 fragment_parts_t& parts, const needs_t& needs)
402 const int need_fog = GGL_READ_NEEDS(P_FOG, needs.p);
416 if ((mDepthTest != GGL_ALWAYS) || GGL_READ_NEEDS(P_MASK_Z, needs.p)) {
727 const needs_t& needs = mBuilderContext.needs;
728 const int zmask = GGL_READ_NEEDS(P_MASK_Z, needs.p);
742 // computing the needs. but we keep it for completness.
790 const needs_t& needs = mBuilderContext.needs;
791 if ((mDepthTest != GGL_ALWAYS) || GGL_READ_NEEDS(P_MASK_Z, needs.p)) {
801 const needs_t& needs = mBuilderContext.needs;
802 if (GGL_READ_NEEDS(P_FOG, needs.p)) {
817 const needs_t& needs = mBuilderContext.needs;
818 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
961 const needs_t& needs = mBuilderContext.needs;
962 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;