/vbox/src/VBox/GuestHost/OpenGL/state_tracker/ |
H A D | state_stencil.c | 25 case GL_BACK: 332 case GL_BACK: 462 if (activeFace == GL_BACK) 479 if (activeFace == GL_BACK) 494 if (activeFace == GL_BACK) 500 diff_api.StencilFuncSeparate (GL_BACK, to->buffers[CRSTATE_STENCIL_BUFFER_ID_BACK].func, 521 if (activeFace == GL_BACK) 542 if (activeFace == GL_BACK) 560 if (activeFace == GL_BACK) 566 diff_api.StencilFuncSeparate (GL_BACK, t [all...] |
H A D | state_lighting.c | 155 face != GL_BACK && 536 case GL_BACK: 562 case GL_BACK: 588 case GL_BACK: 614 case GL_BACK: 640 case GL_BACK: 666 case GL_BACK: 687 case GL_BACK: 937 case GL_BACK: 958 case GL_BACK [all...] |
H A D | state_polygon.c | 32 p->cullFaceMode = GL_BACK; 61 if (mode != GL_FRONT && mode != GL_BACK && mode != GL_FRONT_AND_BACK) 130 case GL_BACK:
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H A D | state_lists.c | 238 g->buffer.drawBuffer = GL_BACK; 271 g->buffer.readBuffer = GL_BACK; 396 if (activeFace == GL_BACK) 408 if (activeFace == GL_BACK) 419 if (activeFace == GL_BACK) 439 if (activeFace == GL_BACK) 451 if (activeFace == GL_BACK) 462 if (activeFace == GL_BACK) 660 CRSTATE_SET_MATERIAL_COLOR(lighting.ambient[1], GL_BACK, GL_AMBIENT); 662 CRSTATE_SET_MATERIAL_COLOR(lighting.diffuse[1], GL_BACK, GL_DIFFUS [all...] |
H A D | state_buffer.c | 53 b->drawBuffer = GL_BACK; 55 b->readBuffer = GL_BACK; 492 case GL_BACK: 558 case GL_BACK:
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/vbox/src/VBox/Devices/Graphics/shaderlib/wine/vbox/ |
H A D | VBoxDbgGl.c | 135 DBGL_OP(ReadBuffer(GL_BACK)); 136 DBGL_OP(DrawBuffer(GL_BACK));
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/vbox/ |
H A D | VBoxDbgGl.c | 144 DBGL_OP(ReadBuffer(GL_BACK)); 145 DBGL_OP(DrawBuffer(GL_BACK));
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/vbox/ |
H A D | VBoxDbgGl.c | 135 DBGL_OP(ReadBuffer(GL_BACK)); 136 DBGL_OP(DrawBuffer(GL_BACK));
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/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/ |
H A D | server_misc.c | 644 gl->ReadBuffer(GL_BACK); 645 gl->DrawBuffer(GL_BACK); 805 case GL_BACK: 1154 && (rb==GL_FRONT || rb==GL_BACK) 1277 case GL_BACK: 1348 case GL_BACK:
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H A D | server_muralfbo.cpp | 791 case GL_BACK:
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/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/tnl_dd/ |
H A D | t_dd_tritmp.h | 168 ctx->Polygon.CullFaceMode != GL_BACK) { 430 ctx->Polygon.CullFaceMode != GL_BACK) {
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/vbox/src/VBox/GuestHost/OpenGL/util/ |
H A D | blitter.cpp | 875 pBlitter->pDispatch->DrawBuffer(GL_BACK); 876 pBlitter->pDispatch->ReadBuffer(GL_BACK); 984 crBltBlitTexBuf(pBlitter, pSrc, paSrcRects, fBb ? GL_BACK : GL_FRONT, &DstSize, paDstRects, cRects, fFlags);
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/vbox/src/VBox/Additions/common/crOpenGL/pack/ |
H A D | packspu_misc.c | 104 /*Usually buffer==GL_BACK, so put this extra check to simplify boolean eval on runtime*/ 105 return (buffer != GL_BACK)
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/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/vbo/ |
H A D | vbo_attrib_tmp.h | 432 if (face != GL_BACK) \
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | swapchain.c | 260 context_set_draw_buffer(context, GL_BACK); 303 context_set_draw_buffer(context, GL_BACK);
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H A D | surface.c | 1155 TRACE("Returning GL_BACK\n"); 1156 return GL_BACK; 1164 FIXME("Higher back buffer, returning GL_BACK\n"); 1165 return GL_BACK; 3004 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer); 3452 GLenum drawBuffer = GL_BACK; 3481 else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1) 3575 glReadBuffer(GL_BACK); 3576 checkGLcall("glReadBuffer(GL_BACK)"); 3647 if(drawBuffer == GL_BACK) { [all...] |
H A D | state.c | 161 glCullFace(GL_BACK); 162 checkGLcall("glCullFace(GL_BACK)"); 856 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n", 873 renderstate_stencil_twosided(context, GL_BACK, 884 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw)); 885 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)"); 917 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK)); 918 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
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H A D | wined3d_gl.h | 167 #define GL_BACK 0x0405 macro 474 #define GL_BACK 0x0405 macro
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | swapchain.c | 491 context_set_draw_buffer(context, GL_BACK); 541 context_set_draw_buffer(context, GL_BACK);
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H A D | surface.c | 3111 TRACE("Returning GL_BACK\n"); 3112 return GL_BACK; 3120 FIXME("Higher back buffer, returning GL_BACK\n"); 3121 return GL_BACK; 5290 GLenum drawBuffer = GL_BACK; 5320 else if ((!src_offscreen || device->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1) 5407 gl_info->gl_ops.gl.p_glReadBuffer(GL_BACK); 5408 checkGLcall("glReadBuffer(GL_BACK)"); 5483 if (drawBuffer == GL_BACK)
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H A D | context.c | 317 /* Should take care of all the GL_FRONT/GL_BACK/GL_AUXi/GL_NONE... cases */ 1837 ret->draw_buffers_mask = context_generate_rt_mask(GL_BACK);
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H A D | state.c | 186 gl_info->gl_ops.gl.p_glCullFace(GL_BACK); 187 checkGLcall("glCullFace(GL_BACK)"); 879 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n", 897 renderstate_stencil_twosided(context, GL_BACK, 908 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw)); 909 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)"); 944 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK)); 945 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
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/vbox/src/VBox/HostServices/SharedOpenGL/render/ |
H A D | renderspu_cocoa_helper.m | 2377 glDrawBuffer(GL_BACK); 2542 glDrawBuffer(GL_BACK); 2619 glReadBuffer(GL_BACK);
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/vbox/src/VBox/Devices/Graphics/ |
H A D | DevVGA-SVGA3d-ogl.cpp | 5322 GLenum mode = GL_BACK; /* default for OpenGL */ 5332 mode = GL_BACK; 5488 pState->ext.glStencilFuncSeparate(GL_BACK, vmsvgaCmpFunc2GL(pRenderState[i].uintValue), ref, mask); 5526 pState->ext.glStencilOpSeparate(GL_BACK, sfail, dpfail, dppass); 6374 oglFace = GL_BACK;
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_gl.h | 167 #define GL_BACK 0x0405 macro 474 #define GL_BACK 0x0405 macro
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