Searched refs:FLOAT_TO_INT (Results 1 – 7 of 7) sorted by relevance
438 params[0] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[0]); in _mesa_GetLightiv()439 params[1] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[1]); in _mesa_GetLightiv()440 params[2] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[2]); in _mesa_GetLightiv()441 params[3] = FLOAT_TO_INT(ctx->Light.LightSource[l].Ambient[3]); in _mesa_GetLightiv()444 params[0] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[0]); in _mesa_GetLightiv()445 params[1] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[1]); in _mesa_GetLightiv()446 params[2] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[2]); in _mesa_GetLightiv()447 params[3] = FLOAT_TO_INT(ctx->Light.LightSource[l].Diffuse[3]); in _mesa_GetLightiv()450 params[0] = FLOAT_TO_INT(ctx->Light.LightSource[l].Specular[0]); in _mesa_GetLightiv()451 params[1] = FLOAT_TO_INT(ctx->Light.LightSource[l].Specular[1]); in _mesa_GetLightiv()[all …]
800 params[0] = FLOAT_TO_INT( texUnit->EnvColor[0] ); in _mesa_gettexenviv_indexed()801 params[1] = FLOAT_TO_INT( texUnit->EnvColor[1] ); in _mesa_gettexenviv_indexed()802 params[2] = FLOAT_TO_INT( texUnit->EnvColor[2] ); in _mesa_gettexenviv_indexed()803 params[3] = FLOAT_TO_INT( texUnit->EnvColor[3] ); in _mesa_gettexenviv_indexed()
2025 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]); in _mesa_GetIntegerv()2028 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]); in _mesa_GetIntegerv()2031 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]); in _mesa_GetIntegerv()2034 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]); in _mesa_GetIntegerv()2038 params[1] = FLOAT_TO_INT(((GLdouble *) p)[1]); in _mesa_GetIntegerv()2041 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]); in _mesa_GetIntegerv()2100 params[i] = FLOAT_TO_INT(m->m[i]); in _mesa_GetIntegerv()2106 params[i] = FLOAT_TO_INT(m->m[transpose[i]]); in _mesa_GetIntegerv()2160 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]); in _mesa_GetInteger64v()2163 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]); in _mesa_GetInteger64v()[all …]
1485 params[0] = FLOAT_TO_INT(sampObj->Attrib.state.border_color.f[0]); in _mesa_GetSamplerParameteriv()1486 params[1] = FLOAT_TO_INT(sampObj->Attrib.state.border_color.f[1]); in _mesa_GetSamplerParameteriv()1487 params[2] = FLOAT_TO_INT(sampObj->Attrib.state.border_color.f[2]); in _mesa_GetSamplerParameteriv()1488 params[3] = FLOAT_TO_INT(sampObj->Attrib.state.border_color.f[3]); in _mesa_GetSamplerParameteriv()
2568 params[0] = FLOAT_TO_INT(b[0]); in get_tex_parameteriv()2569 params[1] = FLOAT_TO_INT(b[1]); in get_tex_parameteriv()2570 params[2] = FLOAT_TO_INT(b[2]); in get_tex_parameteriv()2571 params[3] = FLOAT_TO_INT(b[3]); in get_tex_parameteriv()2584 *params = FLOAT_TO_INT(obj->Attrib.Priority); in get_tex_parameteriv()
111 #define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) ) macro
1094 dst[i] = FLOAT_TO_INT( depthSpan[i] ); in _mesa_pack_depth_span()