Searched refs:currentTexture1D (Results 1 - 7 of 7) sorted by relevance
/vbox/src/VBox/GuestHost/OpenGL/include/state/ |
H A D | cr_texture.h | 117 CRTextureObj *currentTexture1D; member in struct:__anon16244
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/vbox/src/VBox/GuestHost/OpenGL/state_tracker/ |
H A D | state_texdiff.c | 187 if (from->unit[i].currentTexture1D->hwid != to->unit[i].currentTexture1D->hwid) 189 diff_api.BindTexture(GL_TEXTURE_1D, crStateGetTextureObjHWID(to->unit[i].currentTexture1D)); 543 tobj = tsto->unit[textureUnit].currentTexture1D; 1278 tobj = to->unit[u].currentTexture1D; 1279 fromBinding = &(from->unit[u].currentTexture1D); 1419 orig1D = crStateGetTextureObjHWID(g->texture.unit[0].currentTexture1D);
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H A D | state_teximage.c | 223 *obj = unit->currentTexture1D; 224 *img = unit->currentTexture1D->level[0] + level; 965 CRTextureObj *tobj = unit->currentTexture1D; 1433 CRTextureObj *tobj = unit->currentTexture1D;
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H A D | state_attrib.c | 78 dest->currentTexture1D = src->currentTexture1D; 464 copy_texobj(&tState->unit[i].Saved1D, g->texture.unit[i].currentTexture1D, GL_TRUE); 1078 g->texture.unit[i].currentTexture1D = crStateTextureGet(GL_TEXTURE_1D, tState->unit[i].Saved1D.id); 1079 copy_texobj(g->texture.unit[i].currentTexture1D, &tState->unit[i].Saved1D, GL_FALSE); 1108 DIRTY(g->texture.unit[i].currentTexture1D->dirty, g->neg_bitid); 1117 DIRTY(g->texture.unit[i].currentTexture1D->paramsBit[i], g->neg_bitid);
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H A D | state_texture.c | 107 t->unit[i].currentTexture1D = &(t->base1D); 724 if (tObj == t->unit[u].currentTexture1D) 726 t->unit[u].currentTexture1D = &(t->base1D); 1009 t->unit[t->curTextureUnit].currentTexture1D = &(t->base1D); 1079 t->unit[t->curTextureUnit].currentTexture1D = tobj;
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H A D | state_snapshot.c | 697 rc = crStateSaveTextureObjPtr(pTexUnit->currentTexture1D, pSSM); 719 rc = crStateLoadTextureObjPtr(&pTexUnit->currentTexture1D, pContext, GL_TEXTURE_1D, pSSM); 1573 diff_api.BindTexture(GL_TEXTURE_1D, pTexUnit->currentTexture1D->hwid);
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H A D | state_lists.c | 532 CRSTATE_SET_TEXTURE(texture.unit[i].currentTexture1D, GL_TEXTURE_BINDING_1D, GL_TEXTURE_1D);
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