Searched refs:GL_FLAT (Results 1 – 25 of 33) sorted by relevance
12
48 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()86 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()116 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()149 if (ctx->Light.ShadeModel == GL_FLAT && HAVE_HW_FLATSHADE) { in TAG()
449 ctx->Light.ShadeModel == GL_FLAT && in TAG()1032 if (ctx->Light.ShadeModel == GL_FLAT) { in TAG()1232 ctx->Light.ShadeModel == GL_FLAT && in TAG()
428 else if (ctx->Light.ShadeModel == GL_FLAT) { in TAG()824 if (ctx->Light.ShadeModel == GL_FLAT) { in TAG()
169 if (ctx->Light.ShadeModel == GL_FLAT) in TAG()240 if (ctx->Light.ShadeModel == GL_FLAT) { in TAG()303 if (ctx->Light.ShadeModel == GL_FLAT) { in TAG()
383 ASSERT(ctx->Light.ShadeModel == GL_FLAT); in NAME()424 if (swrast->_InterpMode[attr] == GL_FLAT) { in NAME()665 ASSERT(ctx->Light.ShadeModel == GL_FLAT); in NAME()704 if (swrast->_InterpMode[attr] == GL_FLAT) { in NAME()
271 if (swrast->_InterpMode[attr] == GL_FLAT) { in NAME()
165 if (swrast->_InterpMode[attr] == GL_FLAT) { in NAME()
145 if (swrast->_InterpMode[attr] == GL_FLAT) {
72 gl.glShadeModel(GL10.GL_FLAT); in beginDrawing()
88 gl.glShadeModel(GL10.GL_FLAT); in onSurfaceCreated()
194 key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT); in brw_upload_sf_prog()
99 ctx->Light.ShadeModel != GL_FLAT && in brw_set_prim()105 ctx->Light.ShadeModel != GL_FLAT && in brw_set_prim()
176 if (key->primitive == _3DPRIM_QUADLIST && ctx->Light.ShadeModel != GL_FLAT) { in populate_key()
151 key.do_flat_shading = (ctx->Light.ShadeModel == GL_FLAT); in brw_upload_clip_prog()
40 bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT; in upload_sbe_state()
124 bool shade_model_flat = ctx->Light.ShadeModel == GL_FLAT; in upload_sf_state()
568 key->flat_shade = (ctx->Light.ShadeModel == GL_FLAT); in brw_wm_populate_key()
87 if (ctx->Light.ShadeModel == GL_FLAT) in update_raster_state()
175 ctx->Light.ShadeModel != GL_FLAT && in translate_prim()
133 if (ctx->Light.ShadeModel == GL_FLAT) { in _swsetup_render_tri()
268 if (prim == GL_POLYGON && ctx->Light.ShadeModel == GL_FLAT) in radeonTclPrimitive()
460 if (ctx->Light.ShadeModel != GL_FLAT) return (swrast_line_func) NULL; in get_line_func()
1056 if ( ctx->Light.ShadeModel==GL_FLAT in get_triangle_func()1109 && ctx->Light.ShadeModel==GL_FLAT in get_triangle_func()
200 if (ctx->Light.ShadeModel != GL_FLAT) return NULL; in osmesa_choose_line_function()
379 #define GL_FLAT 0x1D00 macro