/vbox/src/libs/libxml2-2.6.31/ |
H A D | dbgen.pl | 14 @states = ("AL", "AK", "AZ", "AR", "CA", "CO", "CT", "DE", "FL", "GA", 28 $state = $states [($i / 100) % 50];
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H A D | dbgenattr.pl | 14 @states = ("AL", "AK", "AZ", "AR", "CA", "CO", "CT", "DE", "FL", "GA", 28 $state = $states [($i / 100) % 50];
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H A D | testAutomata.c | 37 xmlAutomataStatePtr states[1000]; local 42 states[i] = NULL; 58 states[0] = xmlAutomataGetInitState(am); 59 if (states[0] == NULL) { 88 if (states[from] == NULL) 89 states[from] = xmlAutomataNewState(am); 97 if (states[to] == NULL) 98 states[to] = xmlAutomataNewState(am); 100 xmlAutomataNewTransition(am, states[from], states[t [all...] |
H A D | pattern.c | 108 int nbState; /* number of states in the automata */ 109 int maxState; /* allocated number of states */ 111 int *states; /* the array of step indexes */ member in struct:_xmlStreamCtxt 147 xmlStepStatePtr states; member in struct:_xmlStepStates 460 xmlPatPushState(xmlStepStates *states, int step, xmlNodePtr node) { argument 461 if ((states->states == NULL) || (states->maxstates <= 0)) { 462 states->maxstates = 4; 463 states 497 xmlStepStates states = {0, 0, NULL}; /* // may require backtrack */ local [all...] |
H A D | relaxng.c | 319 int nbState; /* the number of states */ 372 xmlRelaxNGStatesPtr states; /* the accumulated state list */ member in struct:_xmlRelaxNGValidCtxt 374 xmlRelaxNGStatesPtr freeState; /* the pool of free valid states */ 1023 xmlRngVErrMemory(ctxt, "allocating states\n"); 1032 xmlRngVErrMemory(ctxt, "allocating states\n"); 1042 * @states: the states container 1052 xmlRelaxNGStatesPtr states, 1058 if (states->nbState >= states 1051 xmlRelaxNGAddStatesUniq(xmlRelaxNGValidCtxtPtr ctxt, xmlRelaxNGStatesPtr states, xmlRelaxNGValidStatePtr state) argument 1089 xmlRelaxNGAddStates(xmlRelaxNGValidCtxtPtr ctxt, xmlRelaxNGStatesPtr states, xmlRelaxNGValidStatePtr state) argument 1132 xmlRelaxNGFreeStates(xmlRelaxNGValidCtxtPtr ctxt, xmlRelaxNGStatesPtr states) argument 9980 xmlRelaxNGStatesPtr states = NULL, res = NULL; local 10133 xmlRelaxNGStatesPtr states = NULL; local 10423 xmlRelaxNGStatesPtr states, res; local [all...] |
H A D | xmlregexp.c | 227 /* knowing states ponting to us can speed things up */ 255 xmlRegStatePtr *states; member in struct:_xmlAutomata 268 xmlRegStatePtr *states; member in struct:_xmlRegexp 314 * A stack of rollback states 431 ret->states = ctxt->states; 457 * 1/ counting the effective number of states left 470 if (ret->states[i] != NULL) { 478 printf("Final: %d states\n", nbstates); 557 state = ret->states[ [all...] |
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | basetexture.c | 154 This->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; 155 This->baseTexture.texture_srgb.states[WINED3DTEXSTA_MAXMIPLEVEL] = ~0U; 263 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_WRAP; 264 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_WRAP; 265 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3DTADDRESS_WRAP; 266 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0; 267 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_LINEAR; 268 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ 269 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ 270 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVE [all...] |
H A D | stateblock.c | 253 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts) argument 258 states->primitive_type = 1; 259 states->indices = 1; 260 states->material = 1; 261 states->viewport = 1; 262 states->vertexDecl = 1; 263 states->pixelShader = 1; 264 states->vertexShader = 1; 265 states->scissorRect = 1; 268 states 286 stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants) argument 312 stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants) argument [all...] |
H A D | texture.c | 361 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP; 362 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP; 363 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; 364 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; 365 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; 502 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3DTADDRESS_CLAMP; 503 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3DTADDRESS_CLAMP; 504 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; 505 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; 506 gl_tex->states[WINED3DTEXSTA_MIPFILTE [all...] |
H A D | context.c | 135 /* Update base texture states array */ 143 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] != WINED3DTEXF_POINT 144 || texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] != WINED3DTEXF_NONE) 146 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; 147 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; 151 if (texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] != WINED3DTEXF_POINT) 153 texture_impl->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; 1693 /* Mark all states dirty to force a proper initialization of the states 2096 /* No need to dirtify here, the states ar [all...] |
H A D | surface.c | 380 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT; 381 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT; 382 texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE; 654 * gl states. The current texture unit should always be a valid one. 659 * marking already applied sampler states dirty again. 1506 * Certain graphics drivers seem to dislike some enabled states when reading from opengl, the blitting usage 1735 * states in the stateblock, and no driver was found yet that had bugs in that regard. 2249 * states need resetting
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H A D | wined3d_private.h | 1096 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 1098 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states 1099 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 1219 const struct StateEntryTemplate *states; member in struct:fragment_pipeline 1266 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */ 1267 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */ 1268 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */ 1862 /* Array of functions for states which are handled by more than one pipeline part */ 2122 DWORD states[MAX_WINETEXTURESTATE member in struct:gl_texture [all...] |
H A D | state.c | 1078 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, 1978 /* Setup the texture operations texture stage states */ 3471 /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them 3539 * only has to bind textures and set the per texture states 4621 * fixed function vertex processing states back in a sane state before switching to shaders 5109 /* Transform states follow */ 5428 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states. 5782 /* This switch decides the order in which the states are applied */ 5785 case 1: cur = fragment->states; break;
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | texture.c | 240 gl_tex->states[WINED3DTEXSTA_ADDRESSU] = WINED3D_TADDRESS_WRAP; 241 gl_tex->states[WINED3DTEXSTA_ADDRESSV] = WINED3D_TADDRESS_WRAP; 242 gl_tex->states[WINED3DTEXSTA_ADDRESSW] = WINED3D_TADDRESS_WRAP; 243 gl_tex->states[WINED3DTEXSTA_BORDERCOLOR] = 0; 244 gl_tex->states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_LINEAR; 245 gl_tex->states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; /* GL_NEAREST_MIPMAP_LINEAR */ 246 gl_tex->states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_LINEAR; /* GL_NEAREST_MIPMAP_LINEAR */ 247 gl_tex->states[WINED3DTEXSTA_MAXMIPLEVEL] = 0; 248 gl_tex->states[WINED3DTEXSTA_MAXANISOTROPY] = 1; 250 gl_tex->states[WINED3DTEXSTA_SRGBTEXTUR [all...] |
H A D | stateblock.c | 254 static void stateblock_savedstates_set_all(struct wined3d_saved_states *states, DWORD vs_consts, DWORD ps_consts) argument 259 states->primitive_type = 1; 260 states->indices = 1; 261 states->material = 1; 262 states->viewport = 1; 263 states->vertexDecl = 1; 264 states->pixelShader = 1; 265 states->vertexShader = 1; 266 states->scissorRect = 1; 269 states 287 stateblock_savedstates_set_pixel(struct wined3d_saved_states *states, const DWORD num_constants) argument 313 stateblock_savedstates_set_vertex(struct wined3d_saved_states *states, const DWORD num_constants) argument [all...] |
H A D | surface.c | 453 texture->texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3D_TEXF_POINT; 454 texture->texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3D_TEXF_POINT; 455 texture->texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3D_TEXF_NONE; 456 texture->texture_rgb.states[WINED3DTEXSTA_SRGBTEXTURE] = FALSE; 798 * 0, this avoids messing around with the state manager's GL states. The 804 * would risk marking already applied sampler states dirty again. */
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H A D | wined3d_private.h | 1119 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 1121 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states 1122 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 1258 const struct StateEntryTemplate *states; member in struct:fragment_pipeline 1890 /* Array of functions for states which are handled by more than one pipeline part */ 2132 DWORD states[MAX_WINETEXTURESTATES]; member in struct:gl_texture
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H A D | device.c | 2926 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have 3686 * anything in the GL setup. Changes in other states are important on 5552 if (vertex_pipeline->vp_states && fragment_pipeline->states
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H A D | state.c | 1149 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, 2098 /* Setup the texture operations texture stage states */ 3665 * only has to bind textures and set the per texture states 4694 * function vertex processing states back in a sane state 5245 /* Transform states follow */ 5563 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states. 6004 /* This switch decides the order in which the states are applied */ 6007 case 1: cur = fragment->states; break;
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/vbox/src/VBox/Frontends/VirtualBox/src/runtime/ |
H A D | UIIndicatorsPool.cpp | 680 /** Video-capture states. */ 1079 /* We should update states for following indicators: */ 1096 /* Acquire current states from the console: */ 1100 const QVector<KDeviceActivity> states = console.GetDeviceActivity(deviceTypes); local 1103 /* Update indicators with the acquired states: */ 1104 for (int iIndicator = 0; iIndicator < states.size(); ++iIndicator) 1119 updateIndicatorStateForDevice(pIndicator, states[iIndicator]); 1333 /* Paused VM have all indicator states set to IDLE: */
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/vbox/src/VBox/Frontends/VBoxManage/ |
H A D | VBoxManageList.cpp | 903 com::SafeArray<MachineState_T> states; local 905 rc = pVirtualBox->GetMachineStates(ComSafeArrayAsInParam(machines), ComSafeArrayAsOutParam(states)); 915 MachineState_T machineState = states[i];
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 1117 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 1119 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states 1120 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 1247 const struct StateEntryTemplate *states; member in struct:fragment_pipeline 1294 CTXUSAGE_DRAWPRIM = 2, /* OpenGL states are set up for blitting DirectDraw surfaces */ 1295 CTXUSAGE_BLIT = 3, /* OpenGL states are set up 3D drawing */ 1296 CTXUSAGE_CLEAR = 4, /* Drawable and states are set up for clearing */ 1894 /* Array of functions for states which are handled by more than one pipeline part */ 2157 DWORD states[MAX_WINETEXTURESTATE member in struct:gl_texture [all...] |
/vbox/src/VBox/Main/cbinding/ |
H A D | VBoxCAPI_v4_2.h | 2725 PRUint32** states
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H A D | VBoxCAPI_v4_3.h | 3892 PRUint32** states 4106 PRUint32** states
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/vbox/src/VBox/Main/webservice/jaxlibs/ |
H A D | jaxb-xjc.jar | META-INF/ META-INF/MANIFEST.MF META-INF/maven/ META-INF/maven/com. ... |