Searched refs:MaxTextureUnits (Results 1 – 19 of 19) sorted by relevance
164 ctx->Const.MaxTextureUnits = 8; in initialize_context()192 ctx->Const.MaxTextureUnits = 2; in initialize_context()220 ctx->Const.MaxTextureUnits = 2; in initialize_context()256 ctx->Const.MaxTextureUnits = 2; in initialize_context()303 ctx->Const.MaxTextureUnits = 0; in initialize_context()
236 ctx->Const.MaxTextureUnits = 2; in initialize_context_to_defaults()
511 unsigned MaxTextureUnits; member
854 add_const("gl_MaxTextureUnits", state->Const.MaxTextureUnits); in generate_constants()1087 add_uniform(array(vec4_t, state->Const.MaxTextureUnits), in generate_uniforms()
108 this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits; in _mesa_glsl_parse_state()
3 MaxTextureUnits 32
178 unsigned MaxTextureUnits; member
2032 if ((unsigned) $1 >= state->MaxTextureUnits) {2569 state->MaxTextureUnits = ctx->Const.MaxTextureUnits;
417 consts->MaxTextureUnits = MIN2(consts->MaxTextureCoordUnits, in _mesa_init_constants()639 assert(ctx->Const.MaxTextureUnits > 0); in check_context_limits()640 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_IMAGE_UNITS); in check_context_limits()641 assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_COORD_UNITS); in check_context_limits()642 …assert(ctx->Const.MaxTextureUnits == MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImage… in check_context_limits()
466 ((dst - GL_REG_0_ATI) >= ctx->Const.MaxTextureUnits)) { in _mesa_PassTexCoordATI()472 ((coord - GL_TEXTURE0_ARB) >= ctx->Const.MaxTextureUnits))) { in _mesa_PassTexCoordATI()539 ((dst - GL_REG_0_ATI) >= ctx->Const.MaxTextureUnits)) { in _mesa_SampleMapATI()545 ((interp - GL_TEXTURE0_ARB) >= ctx->Const.MaxTextureUnits))) { in _mesa_SampleMapATI()
192 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { in _mesa_PushAttrib()494 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { in pop_enable_group()541 for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { in pop_texture_group()
474 GLuint MaxTextureUnits; /**< = MIN(CoordUnits, FragmentProgram.ImageUnits) */ member
231 legal = (param - GL_TEXTURE0 < ctx->Const.MaxTextureUnits); in set_combiner_source()
782 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) { in update_ff_texture_state()
1076 for (unit = 0; unit < ctx->Const.MaxTextureUnits; unit++) in create_new_program()
189 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { in st_DrawTex()260 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { in st_DrawTex()
413 c->MaxTextureUnits = in st_init_limits()
3390 - mesa: pop all textures up to NumCurrentTexUsed, not just MaxTextureUnits