Searched refs:GL_BACK (Results 1 - 25 of 32) sorted by relevance

12

/vbox/src/VBox/GuestHost/OpenGL/state_tracker/
H A Dstate_stencil.c25 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 Dstate_lighting.c155 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 Dstate_polygon.c32 p->cullFaceMode = GL_BACK;
61 if (mode != GL_FRONT && mode != GL_BACK && mode != GL_FRONT_AND_BACK)
130 case GL_BACK:
H A Dstate_lists.c238 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 Dstate_buffer.c53 b->drawBuffer = GL_BACK;
55 b->readBuffer = GL_BACK;
492 case GL_BACK:
558 case GL_BACK:
/vbox/src/VBox/Devices/Graphics/shaderlib/wine/vbox/
H A DVBoxDbgGl.c135 DBGL_OP(ReadBuffer(GL_BACK));
136 DBGL_OP(DrawBuffer(GL_BACK));
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/vbox/
H A DVBoxDbgGl.c144 DBGL_OP(ReadBuffer(GL_BACK));
145 DBGL_OP(DrawBuffer(GL_BACK));
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/vbox/
H A DVBoxDbgGl.c135 DBGL_OP(ReadBuffer(GL_BACK));
136 DBGL_OP(DrawBuffer(GL_BACK));
/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/
H A Dserver_misc.c644 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:
H A Dserver_muralfbo.cpp791 case GL_BACK:
/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/tnl_dd/
H A Dt_dd_tritmp.h168 ctx->Polygon.CullFaceMode != GL_BACK) {
430 ctx->Polygon.CullFaceMode != GL_BACK) {
/vbox/src/VBox/GuestHost/OpenGL/util/
H A Dblitter.cpp875 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);
/vbox/src/VBox/Additions/common/crOpenGL/pack/
H A Dpackspu_misc.c104 /*Usually buffer==GL_BACK, so put this extra check to simplify boolean eval on runtime*/
105 return (buffer != GL_BACK)
/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/vbo/
H A Dvbo_attrib_tmp.h432 if (face != GL_BACK) \
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dswapchain.c260 context_set_draw_buffer(context, GL_BACK);
303 context_set_draw_buffer(context, GL_BACK);
H A Dsurface.c1155 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 Dstate.c161 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)");
H A Dwined3d_gl.h167 #define GL_BACK 0x0405 macro
474 #define GL_BACK 0x0405 macro
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dswapchain.c491 context_set_draw_buffer(context, GL_BACK);
541 context_set_draw_buffer(context, GL_BACK);
H A Dsurface.c3111 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)
H A Dcontext.c317 /* 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);
H A Dstate.c186 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)");
/vbox/src/VBox/HostServices/SharedOpenGL/render/
H A Drenderspu_cocoa_helper.m2377 glDrawBuffer(GL_BACK);
2542 glDrawBuffer(GL_BACK);
2619 glReadBuffer(GL_BACK);
/vbox/src/VBox/Devices/Graphics/
H A DDevVGA-SVGA3d-ogl.cpp5322 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;
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_gl.h167 #define GL_BACK 0x0405 macro
474 #define GL_BACK 0x0405 macro

Completed in 279 milliseconds

12