Searched refs:parts (Results 1 - 3 of 3) sorted by relevance

/system/core/libpixelflinger/codeflinger/
H A DGGLAssembler.cpp189 fragment_parts_t parts; local
195 build_scanline_prolog(parts, needs);
208 MOV(AL, 0, parts.count.reg,
209 reg_imm(parts.count.reg, ROR, GGL_DITHER_ORDER_SHIFT));
210 ADD(AL, 0, parts.count.reg, parts.count.reg,
212 MOV(AL, 0, parts.count.reg,
213 reg_imm(parts.count.reg, ROR, 32 - GGL_DITHER_ORDER_SHIFT));
222 build_depth_test(parts, Z_TEST|Z_WRITE);
226 build_depth_test(parts, Z_TES
351 build_scanline_prolog( fragment_parts_t& parts, const needs_t& needs) argument
455 build_component( pixel_t& pixel, const fragment_parts_t& parts, int component, Scratch& regs) argument
481 build_incoming_component( component_t& temp, int dst_size, const fragment_parts_t& parts, int component, Scratch& scratches, Scratch& global_regs) argument
629 build_smooth_shade(const fragment_parts_t& parts) argument
670 build_coverage_application(component_t& fragment, const fragment_parts_t& parts, Scratch& regs) argument
696 build_alpha_test(component_t& fragment, const fragment_parts_t& parts) argument
723 build_depth_test( const fragment_parts_t& parts, uint32_t mask) argument
788 build_iterate_z(const fragment_parts_t& parts) argument
799 build_iterate_f(const fragment_parts_t& parts) argument
[all...]
H A Dtexturing.cpp43 void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x) argument
57 parts.iterated_packed = 0;
58 parts.packed = 0;
63 if (optReload >= 3) parts.reload = 0; // reload nothing
64 else if (optReload == 2) parts.reload = 2; // reload iterators
65 else if (optReload == 1) parts.reload = 1; // reload colors
66 else if (optReload <= 0) parts.reload = 3; // reload both
71 parts.reload &= ~2;
75 const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
76 const int t1 = (parts
180 build_iterated_color( component_t& fragment, const fragment_parts_t& parts, int component, Scratch& regs) argument
404 build_textures( fragment_parts_t& parts, Scratch& regs) argument
658 build_iterate_texture_coordinates( const fragment_parts_t& parts) argument
696 filter8( const fragment_parts_t& parts, pixel_t& texel, const texture_unit_t& tmu, int U, int V, pointer_t& txPtr, int FRAC_BITS) argument
763 filter16( const fragment_parts_t& parts, pixel_t& texel, const texture_unit_t& tmu, int U, int V, pointer_t& txPtr, int FRAC_BITS) argument
881 filter24( const fragment_parts_t& parts, pixel_t& texel, const texture_unit_t& tmu, int U, int V, pointer_t& txPtr, int FRAC_BITS) argument
893 filter32( const fragment_parts_t& parts, pixel_t& texel, const texture_unit_t& tmu, int U, int V, pointer_t& txPtr, int FRAC_BITS) argument
991 filter32( const fragment_parts_t& parts, pixel_t& texel, const texture_unit_t& tmu, int U, int V, pointer_t& txPtr, int FRAC_BITS) argument
1080 build_texture_environment( component_t& fragment, const fragment_parts_t& parts, int component, Scratch& regs) argument
[all...]
H A DGGLAssembler.h402 void build_scanline_prolog( fragment_parts_t& parts,
405 void build_smooth_shade(const fragment_parts_t& parts);
408 const fragment_parts_t& parts,
415 const fragment_parts_t& parts,
420 void init_iterated_color(fragment_parts_t& parts, const reg_t& x);
423 const fragment_parts_t& parts,
435 void build_textures( fragment_parts_t& parts,
438 void filter8( const fragment_parts_t& parts,
443 void filter16( const fragment_parts_t& parts,
448 void filter24( const fragment_parts_t& parts,
[all...]

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