Searched refs:CHAN_TYPE (Results 1 – 15 of 15) sorted by relevance
53 #define CHAN_TYPE GL_UNSIGNED_BYTE macro58 #define CHAN_TYPE GL_UNSIGNED_SHORT macro63 #define CHAN_TYPE GL_FLOAT macro
117 #if CHAN_TYPE == GL_FLOAT in _swrast_update_rasterflags()516 #if CHAN_TYPE == GL_FLOAT in _swrast_update_active_attribs()784 swrast->SpanArrays[i].ChanType = CHAN_TYPE; in _swrast_CreateContext()785 #if CHAN_TYPE == GL_UNSIGNED_BYTE in _swrast_CreateContext()787 #elif CHAN_TYPE == GL_UNSIGNED_SHORT in _swrast_CreateContext()937 #if CHAN_TYPE == GL_FLOAT in _swrast_print_vertex()
135 #if CHAN_TYPE == GL_FLOAT in solve_plane_chan()
435 #if CHAN_TYPE == GL_FLOAT
175 #if CHAN_TYPE == GL_FLOAT in solve_plane_chan()
196 span.array->ChanType = CHAN_TYPE; /* restore */ in copy_rgba_pixels()
493 span.array->ChanType = CHAN_TYPE; in draw_rgba_pixels()
552 span->array->ChanType = CHAN_TYPE; in texture_combine()
235 #if CHAN_TYPE != GL_FLOAT
91 #if CHAN_TYPE == GL_FLOAT in _swrast_span_default_attribs()
689 #if CHAN_TYPE == GL_UNSIGNED_BYTE in _math_trans_4chan()691 #elif CHAN_TYPE == GL_UNSIGNED_SHORT in _math_trans_4chan()693 #elif CHAN_TYPE == GL_FLOAT in _math_trans_4chan()
118 && CHAN_TYPE != GL_FLOAT; in setup_vertex_format()
579 switch (CHAN_TYPE) { in build_vertex_emit()594 printf("unknown CHAN_TYPE %s\n", _mesa_lookup_enum_by_nr(CHAN_TYPE)); in build_vertex_emit()
502 switch(CHAN_TYPE) { in _tnl_init_vertices()
669 #if CHAN_TYPE == GL_UNSIGNED_BYTE in OSMesaCreateContextExt()