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Searched refs:STATE_LIGHT (Results 1 – 6 of 6) sorted by relevance

/third_party/mesa3d/src/compiler/glsl/
Dbuiltin_variables.cpp94 {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW},
95 {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW},
96 {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW},
97 {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW},
98 {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW},
99 {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION},
104 {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW},
105 {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX},
106 {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY},
107 {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ},
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/third_party/mesa3d/src/mesa/program/
Dprog_statevars.c105 case STATE_LIGHT: in fetch_state()
796 if (state[0] == STATE_LIGHT && state[2] == STATE_SPOT_CUTOFF) in _mesa_program_state_value_size()
824 case STATE_LIGHT: in _mesa_program_state_flags()
963 case STATE_LIGHT: in append_token()
1239 case STATE_LIGHT: in _mesa_program_state_string()
1478 case STATE_LIGHT: in _mesa_optimize_state_parameters()
1486 if (list->Parameters[i].StateIndexes[0] == STATE_LIGHT && in _mesa_optimize_state_parameters()
1536 if (list->Parameters[i].StateIndexes[0] == STATE_LIGHT && in _mesa_optimize_state_parameters()
Dprog_statevars.h58 STATE_LIGHT, /* One gl_light attribute. */ enumerator
Dprogram_parse.y1266 $$[0] = STATE_LIGHT;
/third_party/mesa3d/src/mesa/state_tracker/
Dst_nir_lower_builtin.c126 case STATE_LIGHT: in get_variable()
/third_party/mesa3d/src/mesa/main/
Dffvertex_prog.c938 register_param3(p, STATE_LIGHT, light, property); in get_lightprod()
964 attenuation = register_param3(p, STATE_LIGHT, i, STATE_ATTENUATION); in calculate_light_attenuation()
986 attenuation = register_param3(p, STATE_LIGHT, i, STATE_ATTENUATION); in calculate_light_attenuation()
1172 register_param3(p, STATE_LIGHT, i, STATE_ATTENUATION); in build_lighting()