Lines Matching refs:state
312 const struct state_key *state;
453 if (p->state->varying_vp_inputs & VERT_BIT(input)) {
781 !p->state->need_eye_coords &&
782 !p->state->normalize &&
783 !(p->state->need_eye_coords == p->state->rescale_normals))
793 if (p->state->need_eye_coords) {
805 if (p->state->normalize) {
809 else if (p->state->need_eye_coords == p->state->rescale_normals) {
872 if (p->state->varying_vp_inputs & VERT_BIT_COLOR0) {
874 p->color_materials = p->state->light_color_material_mask;
877 p->materials |= ((p->state->varying_vp_inputs & VERT_BIT_MAT_ALL)
959 if (!p->state->unit[i].light_spotcutoff_is_180) {
981 if (p->state->unit[i].light_attenuated && !is_undef(dist)) {
995 if (!p->state->unit[i].light_spotcutoff_is_180) {
1043 const GLboolean twoside = p->state->light_twoside;
1044 const GLboolean separate = p->state->separate_specular;
1062 if (p->state->unit[i].light_enabled)
1068 if (!p->state->material_shininess_is_zero) {
1082 if (!p->state->material_shininess_is_zero) {
1135 if (p->state->unit[i].light_enabled) {
1160 if (p->state->unit[i].light_enabled) {
1161 if (p->state->unit[i].light_eyepos3_is_zero)
1168 if (p->state->unit[i].light_enabled &&
1169 (!p->state->unit[i].light_spotcutoff_is_180 ||
1170 (p->state->unit[i].light_attenuated &&
1171 !p->state->unit[i].light_eyepos3_is_zero)))
1176 if (p->state->unit[i].light_enabled) {
1182 if (p->state->unit[i].light_eyepos3_is_zero) {
1210 if (!p->state->material_shininess_is_zero) {
1211 if (p->state->light_local_viewer) {
1216 } else if (p->state->unit[i].light_eyepos3_is_zero) {
1228 if (p->state->material_shininess_is_zero) {
1284 else if (!p->state->material_shininess_is_zero) {
1357 else if (!p->state->material_shininess_is_zero) {
1368 /* restore dots to its original state for subsequent lights
1393 switch (p->state->fog_distance_mode) {
1455 * a fairly odd state for someone to set (both sphere and
1491 if (!(p->state->fragprog_inputs_read & VARYING_BIT_TEX(i)))
1494 if (p->state->unit[i].coord_replace)
1497 if (p->state->unit[i].texgen_enabled ||
1498 p->state->unit[i].texmat_enabled) {
1500 GLuint texmat_enabled = p->state->unit[i].texmat_enabled;
1504 if (p->state->unit[i].texgen_enabled) {
1516 modes[0] = p->state->unit[i].texgen_mode0;
1517 modes[1] = p->state->unit[i].texgen_mode1;
1518 modes[2] = p->state->unit[i].texgen_mode2;
1519 modes[3] = p->state->unit[i].texgen_mode3;
1659 if (p->state->fragprog_inputs_read & (VARYING_BIT_COL0|VARYING_BIT_COL1)) {
1660 if (p->state->light_global_enabled)
1663 if (p->state->fragprog_inputs_read & VARYING_BIT_COL0)
1666 if (p->state->fragprog_inputs_read & VARYING_BIT_COL1)
1671 if (p->state->fragprog_inputs_read & VARYING_BIT_FOGC)
1674 if (p->state->fragprog_inputs_read & VARYING_BITS_TEX_ANY)
1677 if (p->state->point_attenuated)
1679 else if (p->state->varying_vp_inputs & VERT_BIT_POINT_SIZE)
1682 if (p->state->varying_vp_inputs & VERT_BIT_SELECT_RESULT_OFFSET)
1706 p.state = key;
1757 /* Grab all the relevant state and put it in a single structure:
1761 /* Look for an already-prepared program for this state: