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

/vbox/src/libs/libxml2-2.6.31/
H A Ddbgen.pl14 @states = ("AL", "AK", "AZ", "AR", "CA", "CO", "CT", "DE", "FL", "GA",
28 $state = $states [($i / 100) % 50];
H A Ddbgenattr.pl14 @states = ("AL", "AK", "AZ", "AR", "CA", "CO", "CT", "DE", "FL", "GA",
28 $state = $states [($i / 100) % 50];
H A DtestAutomata.c37 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
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H A Dpattern.c108 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
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H A Drelaxng.c319 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
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H A Dxmlregexp.c227 /* 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[
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dbasetexture.c154 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
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H A Dstateblock.c253 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
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H A Dtexture.c361 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
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H A Dcontext.c135 /* 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
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H A Dsurface.c380 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
H A Dwined3d_private.h1096 * 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
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H A Dstate.c1078 /* 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;
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dtexture.c240 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
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H A Dstateblock.c254 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
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H A Dsurface.c453 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. */
H A Dwined3d_private.h1119 * 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
H A Ddevice.c2926 * -> 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
H A Dstate.c1149 /* 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;
/vbox/src/VBox/Frontends/VirtualBox/src/runtime/
H A DUIIndicatorsPool.cpp680 /** 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: */
/vbox/src/VBox/Frontends/VBoxManage/
H A DVBoxManageList.cpp903 com::SafeArray<MachineState_T> states; local
905 rc = pVirtualBox->GetMachineStates(ComSafeArrayAsInParam(machines), ComSafeArrayAsOutParam(states));
915 MachineState_T machineState = states[i];
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h1117 * 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
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/vbox/src/VBox/Main/cbinding/
H A DVBoxCAPI_v4_2.h2725 PRUint32** states
H A DVBoxCAPI_v4_3.h3892 PRUint32** states
4106 PRUint32** states
/vbox/src/VBox/Main/webservice/jaxlibs/
H A Djaxb-xjc.jarMETA-INF/ META-INF/MANIFEST.MF META-INF/maven/ META-INF/maven/com. ...

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