Searched refs:FLOAT_TO_INT (Results 1 – 9 of 9) sorted by relevance
382 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[0]); in _mesa_GetLightiv()383 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[1]); in _mesa_GetLightiv()384 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[2]); in _mesa_GetLightiv()385 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Ambient[3]); in _mesa_GetLightiv()388 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]); in _mesa_GetLightiv()389 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]); in _mesa_GetLightiv()390 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]); in _mesa_GetLightiv()391 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]); in _mesa_GetLightiv()394 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[0]); in _mesa_GetLightiv()395 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Specular[1]); in _mesa_GetLightiv()[all …]
715 params[0] = FLOAT_TO_INT( texUnit->EnvColor[0] ); in _mesa_GetTexEnviv()716 params[1] = FLOAT_TO_INT( texUnit->EnvColor[1] ); in _mesa_GetTexEnviv()717 params[2] = FLOAT_TO_INT( texUnit->EnvColor[2] ); in _mesa_GetTexEnviv()718 params[3] = FLOAT_TO_INT( texUnit->EnvColor[3] ); in _mesa_GetTexEnviv()
1782 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]); in _mesa_GetIntegerv()1784 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]); in _mesa_GetIntegerv()1786 params[1] = FLOAT_TO_INT(((GLfloat *) p)[1]); in _mesa_GetIntegerv()1788 params[0] = FLOAT_TO_INT(((GLfloat *) p)[0]); in _mesa_GetIntegerv()1792 params[1] = FLOAT_TO_INT(((GLdouble *) p)[1]); in _mesa_GetIntegerv()1794 params[0] = FLOAT_TO_INT(((GLdouble *) p)[0]); in _mesa_GetIntegerv()1829 params[i] = FLOAT_TO_INT(m->m[i]); in _mesa_GetIntegerv()1835 params[i] = FLOAT_TO_INT(m->m[transpose[i]]); in _mesa_GetIntegerv()1885 params[3] = FLOAT_TO_INT(((GLfloat *) p)[3]); in _mesa_GetInteger64v()1887 params[2] = FLOAT_TO_INT(((GLfloat *) p)[2]); in _mesa_GetInteger64v()[all …]
1452 params[0] = FLOAT_TO_INT(sampObj->BorderColor.f[0]); in _mesa_GetSamplerParameteriv()1453 params[1] = FLOAT_TO_INT(sampObj->BorderColor.f[1]); in _mesa_GetSamplerParameteriv()1454 params[2] = FLOAT_TO_INT(sampObj->BorderColor.f[2]); in _mesa_GetSamplerParameteriv()1455 params[3] = FLOAT_TO_INT(sampObj->BorderColor.f[3]); in _mesa_GetSamplerParameteriv()
2091 params[0] = FLOAT_TO_INT(b[0]); in get_tex_parameteriv()2092 params[1] = FLOAT_TO_INT(b[1]); in get_tex_parameteriv()2093 params[2] = FLOAT_TO_INT(b[2]); in get_tex_parameteriv()2094 params[3] = FLOAT_TO_INT(b[3]); in get_tex_parameteriv()2107 *params = FLOAT_TO_INT(obj->Priority); in get_tex_parameteriv()
109 #define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) ) macro
1092 dst[i] = FLOAT_TO_INT( depthSpan[i] ); in _mesa_pack_depth_span()
170 …FLOAT_TO_INT(0x87, "float-to-int", ReferenceType.NONE, Format.Format12x, Opcode.CAN_CONTINUE | Opc… enumConstant
859 case FLOAT_TO_INT: