Searched refs:ShadeModel (Results 1 – 25 of 44) 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()
409 else if (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH) { in TAG()449 ctx->Light.ShadeModel == GL_FLAT && in TAG()998 } else if (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH) { in TAG()1032 if (ctx->Light.ShadeModel == GL_FLAT) { in TAG()1222 ok = (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH); 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()
63 if (ctx->Light.ShadeModel == GL_SMOOTH) { in _swrast_feedback_triangle()89 if (ctx->Light.ShadeModel == GL_SMOOTH) { in _swrast_feedback_line()
356 if (ctx->Light.ShadeModel == GL_SMOOTH) { in NAME()383 ASSERT(ctx->Light.ShadeModel == GL_FLAT); in NAME()640 if (ctx->Light.ShadeModel == GL_SMOOTH) { in NAME()665 ASSERT(ctx->Light.ShadeModel == GL_FLAT); in NAME()
81 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \107 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \1137 if (ctx->Light.ShadeModel==GL_SMOOTH) { in _swrast_choose_triangle()
224 if (ctx->Light.ShadeModel == GL_SMOOTH) { in NAME()
141 if (ctx->Light.ShadeModel == GL_SMOOTH) { in NAME()
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()
150 driver->ShadeModel = NULL; in _mesa_init_driver_functions()300 ctx->Driver.ShadeModel(ctx, ctx->Light.ShadeModel); in _mesa_init_driver_state()
52 if (ctx->Light.ShadeModel == mode) in _mesa_ShadeModel()56 ctx->Light.ShadeModel = mode; in _mesa_ShadeModel()58 if (ctx->Driver.ShadeModel) in _mesa_ShadeModel()59 ctx->Driver.ShadeModel( ctx, mode ); in _mesa_ShadeModel()1201 ctx->Light.ShadeModel = GL_SMOOTH; in _mesa_init_lighting()
212 if (ctx->Light.ShadeModel == GL_SMOOTH) in nv04_emit_blend()
134 PUSH_DATA (push, ctx->Light.ShadeModel == GL_SMOOTH ? in nv10_emit_shade_model()
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()
175 ctx->Light.ShadeModel != GL_FLAT && in translate_prim()
87 if (ctx->Light.ShadeModel == GL_FLAT) in update_raster_state()
99 OFFSET( "CTX_LIGHT_SHADE_MODEL ", struct gl_context, Light.ShadeModel ); in main()
1029 if ( ctx->Light.ShadeModel==GL_SMOOTH in get_triangle_func()1056 if ( ctx->Light.ShadeModel==GL_FLAT in get_triangle_func()1084 && ctx->Light.ShadeModel==GL_SMOOTH in get_triangle_func()1109 && ctx->Light.ShadeModel==GL_FLAT in get_triangle_func()
133 if (ctx->Light.ShadeModel == GL_FLAT) { in _swsetup_render_tri()
200 if (ctx->Light.ShadeModel != GL_FLAT) return NULL; in osmesa_choose_line_function()313 if (ctx->Light.ShadeModel == GL_SMOOTH) { in osmesa_choose_triangle_function()