Lines Matching refs:BCOMP

123       rgba[i][BCOMP] = CHAN_TO_FLOAT(rgbaChan[i][BCOMP]);  in texture_combine()
210 dst[i][BCOMP] = 1.0F - src[i][BCOMP]; in texture_combine()
217 dst[i][BCOMP] = src[i][ACOMP]; in texture_combine()
224 dst[i][BCOMP] = 1.0F - src[i][ACOMP]; in texture_combine()
310 rgba[i][BCOMP] = arg0[i][BCOMP] * scaleRGB; in texture_combine()
317 rgba[i][BCOMP] = arg0[i][BCOMP] * arg1[i][BCOMP] * scaleRGB; in texture_combine()
328 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + in texture_combine()
329 arg2[i][BCOMP] * arg3[i][BCOMP]) * scaleRGB; in texture_combine()
337 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP]) * scaleRGB; in texture_combine()
349 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg1[i][BCOMP] + in texture_combine()
350 arg2[i][BCOMP] * arg3[i][BCOMP] - 0.5F) * scaleRGB; in texture_combine()
357 rgba[i][BCOMP] = (arg0[i][BCOMP] + arg1[i][BCOMP] - 0.5F) * scaleRGB; in texture_combine()
367 rgba[i][BCOMP] = (arg0[i][BCOMP] * arg2[i][BCOMP] + in texture_combine()
368 arg1[i][BCOMP] * (1.0F - arg2[i][BCOMP])) * scaleRGB; in texture_combine()
375 rgba[i][BCOMP] = (arg0[i][BCOMP] - arg1[i][BCOMP]) * scaleRGB; in texture_combine()
384 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) in texture_combine()
387 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; in texture_combine()
396 (arg0[i][BCOMP] - 0.5F) * (arg1[i][BCOMP] - 0.5F)) in texture_combine()
399 rgba[i][RCOMP] = rgba[i][GCOMP] = rgba[i][BCOMP] = dot; in texture_combine()
408 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + in texture_combine()
409 arg1[i][BCOMP]) * scaleRGB; in texture_combine()
418 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) + in texture_combine()
419 arg1[i][BCOMP] - 0.5F) * scaleRGB; in texture_combine()
428 rgba[i][BCOMP] = ((arg0[i][BCOMP] * arg2[i][BCOMP]) - in texture_combine()
429 arg1[i][BCOMP]) * scaleRGB; in texture_combine()
438 rgba[i][BCOMP] = 0.0; in texture_combine()
546 UNCLAMPED_FLOAT_TO_CHAN(rgbaChan[i][BCOMP], rgba[i][BCOMP]); in texture_combine()
586 texels[i][BCOMP] = vector[swzB]; in swizzle_texels()
639 primary_rgba[i][BCOMP] = CHAN_TO_FLOAT(span->array->rgba[i][BCOMP]); in _swrast_texture_span()