Lines Matching refs:DrawData
344 Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0])); in rasterOperation()
365 Pointer<Byte> buffer = cBuffer[0] + q * *Pointer<Int>(data + OFFSET(DrawData, colorSliceB[0])); in rasterOperation()
399 constant.x = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[0])); in blendTexture()
400 constant.y = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[1])); in blendTexture()
401 constant.z = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[2])); in blendTexture()
402 constant.w = *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].constantColor4[3])); in blendTexture()
412 tfactor.x = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[0])); in blendTexture()
413 tfactor.y = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[1])); in blendTexture()
414 tfactor.z = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[2])); in blendTexture()
415 tfactor.w = *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFactor4[3])); in blendTexture()
702 …res.x = SubSat(arg1->x, arg2->x); res.x = MulHigh(res.x, *Pointer<Short4>(data + OFFSET(DrawData, … in blendTexture()
703 …res.y = SubSat(arg1->y, arg2->y); res.y = MulHigh(res.y, *Pointer<Short4>(data + OFFSET(DrawData, … in blendTexture()
704 …res.z = SubSat(arg1->z, arg2->z); res.z = MulHigh(res.z, *Pointer<Short4>(data + OFFSET(DrawData, … in blendTexture()
759 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in blendTexture()
760 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in blendTexture()
762 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in blendTexture()
763 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in blendTexture()
785 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in blendTexture()
786 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in blendTexture()
788 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in blendTexture()
789 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in blendTexture()
795 L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4))); in blendTexture()
797 L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4))); in blendTexture()
976 …rg1->w, arg2->w); res.w = MulHigh(res.w, *Pointer<Short4>(data + OFFSET(DrawData, factor.textureFa… in blendTexture()
1194 …current.x += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[0])))… in fogBlend()
1195 …current.y += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[1])))… in fogBlend()
1196 …current.z += As<Short4>(MulHigh(invFog, *Pointer<UShort4>(data + OFFSET(DrawData, fog.color4[2])))… in fogBlend()
1240 Pointer<Byte> texture = data + OFFSET(DrawData, mipmap) + stage * sizeof(Texture); in sampleTexture()
1333 c.x = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][0])); in fetchRegister()
1334 c.y = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][1])); in fetchRegister()
1335 c.z = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][2])); in fetchRegister()
1336 c.w = *Pointer<Short4>(data + OFFSET(DrawData, ps.cW[i][3])); in fetchRegister()
1699 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in TEXBEM()
1700 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in TEXBEM()
1702 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in TEXBEM()
1703 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in TEXBEM()
1720 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in TEXBEML()
1721 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in TEXBEML()
1723 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in TEXBEML()
1724 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in TEXBEML()
1735 L = MulHigh(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceScale4))); in TEXBEML()
1737 L = AddSat(L, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].luminanceOffset4))); in TEXBEML()
1945 …t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[… in BEM()
1946 …t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[… in BEM()
1952 …t0 = MulHigh(src1.x, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[… in BEM()
1953 …t1 = MulHigh(src1.y, *Pointer<Short4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4W[… in BEM()