Lines Matching defs:machine
232 finish_pass(struct atifs_machine *machine)
237 COPY_4V(machine->PrevPassRegisters[i], machine->Registers[i]);
243 handle_pass_op(struct atifs_machine *machine, struct atifs_setupinst *texinst,
251 COPY_4V(machine->Registers[idx],
256 COPY_4V(machine->Registers[idx], machine->PrevPassRegisters[pass_tex]);
258 apply_swizzle(machine->Registers[idx], swizzle);
263 handle_sample_op(struct gl_context * ctx, struct atifs_machine *machine,
279 COPY_4V(tex_coords, machine->PrevPassRegisters[coord_source]);
282 fetch_texel(ctx, tex_coords, 0.0F, idx, machine->Registers[idx]);
297 * \param machine - virtual machine state
303 struct atifs_machine *machine, const SWspan *span,
320 finish_pass(machine);
324 handle_pass_op(machine, texinst, span, column, j);
326 handle_sample_op(ctx, machine, texinst, span, column, j);
339 machine->Registers[index - GL_REG_0_ATI]);
355 machine->Inputs[ATI_FS_INPUT_PRIMARY]);
358 machine->Inputs[ATI_FS_INPUT_SECONDARY]);
526 dstp = machine->Registers[dstreg - GL_REG_0_ATI];
543 * Init fragment shader virtual machine state.
546 init_machine(struct gl_context * ctx, struct atifs_machine *machine,
550 GLfloat (*inputs)[4] = machine->Inputs;
555 machine->Registers[i][j] = 0.0;
571 struct atifs_machine machine;
579 init_machine(ctx, &machine, shader, span, i);
581 execute_shader(ctx, shader, &machine, span, i);
585 const GLfloat *colOut = machine.Registers[0];