Lines Matching refs:needs
63 int GGLAssembler::scanline(const needs_t& needs, context_t const* c) in scanline() argument
69 err = scanline_core(needs, c); in scanline()
84 needs.p, needs.n, needs.t[0], needs.t[1], per_fragment_ops); in scanline()
95 int GGLAssembler::scanline_core(const needs_t& needs, context_t const* c) in scanline_core() argument
100 mAA = GGL_READ_NEEDS(P_AA, needs.p); in scanline_core()
101 mDithering = GGL_READ_NEEDS(P_DITHER, needs.p); in scanline_core()
102 mAlphaTest = GGL_READ_NEEDS(P_ALPHA_TEST, needs.p) + GGL_NEVER; in scanline_core()
103 mDepthTest = GGL_READ_NEEDS(P_DEPTH_TEST, needs.p) + GGL_NEVER; in scanline_core()
104 mFog = GGL_READ_NEEDS(P_FOG, needs.p) != 0; in scanline_core()
105 mSmooth = GGL_READ_NEEDS(SHADE, needs.n) != 0; in scanline_core()
106 mBuilderContext.needs = needs; in scanline_core()
109 mCbFormat = c->formats[ GGL_READ_NEEDS(CB_FORMAT, needs.n) ]; in scanline_core()
113 decodeLogicOpNeeds(needs); in scanline_core()
115 decodeTMUNeeds(needs, c); in scanline_core()
117 mBlendSrc = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRC, needs.n)); in scanline_core()
118 mBlendDst = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DST, needs.n)); in scanline_core()
119 mBlendSrcA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_SRCA, needs.n)); in scanline_core()
120 mBlendDstA = ggl_needs_to_blendfactor(GGL_READ_NEEDS(BLEND_DSTA, needs.n)); in scanline_core()
155 const int masking = GGL_READ_NEEDS(MASK_ARGB, needs.n); in scanline_core()
194 build_scanline_prolog(parts, needs); in scanline_core()
351 fragment_parts_t& parts, const needs_t& needs) in build_scanline_prolog() argument
400 const int need_fog = GGL_READ_NEEDS(P_FOG, needs.p); in build_scanline_prolog()
414 if ((mDepthTest != GGL_ALWAYS) || GGL_READ_NEEDS(P_MASK_Z, needs.p)) { in build_scanline_prolog()
725 const needs_t& needs = mBuilderContext.needs; in build_depth_test() local
726 const int zmask = GGL_READ_NEEDS(P_MASK_Z, needs.p); in build_depth_test()
788 const needs_t& needs = mBuilderContext.needs; in build_iterate_z() local
789 if ((mDepthTest != GGL_ALWAYS) || GGL_READ_NEEDS(P_MASK_Z, needs.p)) { in build_iterate_z()
799 const needs_t& needs = mBuilderContext.needs; in build_iterate_f() local
800 if (GGL_READ_NEEDS(P_FOG, needs.p)) { in build_iterate_f()
815 const needs_t& needs = mBuilderContext.needs; in build_logic_op() local
816 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR; in build_logic_op()
964 const needs_t& needs = mBuilderContext.needs; in build_masking() local
965 const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR; in build_masking()