Searched defs:current_state (Results 1 - 4 of 4) sorted by relevance

/vbox/src/VBox/Devices/PC/ipxe/src/drivers/net/
H A Dvia-velocity.c1870 int current_state = 0; local
1880 if (state > 0 && current_state > state)
1882 else if (current_state == state)
1906 if (current_state >= 3)
1919 if (state == 3 || current_state == 3)
1921 else if (state == 2 || current_state == 2)
1923 current_state = state;
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dglsl_shader.c3499 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; local
3503 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3504 current_state->texcoord_w[current_state->current_row++] = reg;
3532 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
3548 current_state->current_row = 0;
3557 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
3568 current_state->current_row = 0;
3581 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; local
3600 current_state
3611 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; local
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dglsl_shader.c3376 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; local
3380 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + current_state->current_row, reg, src0_param.param_str);
3381 current_state->texcoord_w[current_state->current_row++] = reg;
3409 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
3425 current_state->current_row = 0;
3434 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
3445 current_state->current_row = 0;
3458 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; local
3477 current_state
3488 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state; local
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H A Darb_program_shader.c2064 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
2075 tmp_reg.idx = reg + 2 - current_state->current_row;
2080 dst_name, 'x' + current_state->current_row, reg, src0_name);
2081 current_state->texcoord_w[current_state->current_row++] = reg;
2088 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
2104 current_state->current_row = 0;
2111 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
2128 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2129 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state
2153 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state; local
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