Lines Matching refs:upa_readl
54 ctx->drawop = upa_readl(&ffb->drawop); in ffb_save_context()
55 ctx->ppc = upa_readl(&ffb->ppc); in ffb_save_context()
56 ctx->wid = upa_readl(&ffb->wid); in ffb_save_context()
57 ctx->fg = upa_readl(&ffb->fg); in ffb_save_context()
58 ctx->bg = upa_readl(&ffb->bg); in ffb_save_context()
59 ctx->xclip = upa_readl(&ffb->xclip); in ffb_save_context()
60 ctx->fbc = upa_readl(&ffb->fbc); in ffb_save_context()
61 ctx->rop = upa_readl(&ffb->rop); in ffb_save_context()
62 ctx->cmp = upa_readl(&ffb->cmp); in ffb_save_context()
63 ctx->matchab = upa_readl(&ffb->matchab); in ffb_save_context()
64 ctx->magnab = upa_readl(&ffb->magnab); in ffb_save_context()
65 ctx->pmask = upa_readl(&ffb->pmask); in ffb_save_context()
66 ctx->xpmask = upa_readl(&ffb->xpmask); in ffb_save_context()
67 ctx->lpat = upa_readl(&ffb->lpat); in ffb_save_context()
68 ctx->fontxy = upa_readl(&ffb->fontxy); in ffb_save_context()
69 ctx->fontw = upa_readl(&ffb->fontw); in ffb_save_context()
70 ctx->fontinc = upa_readl(&ffb->fontinc); in ffb_save_context()
77 ctx->stencil = upa_readl(&ffb->stencil); in ffb_save_context()
78 ctx->stencilctl = upa_readl(&ffb->stencilctl); in ffb_save_context()
82 ctx->area_pattern[i] = upa_readl(&ffb->pattern[i]); in ffb_save_context()
83 ctx->ucsr = upa_readl(&ffb->ucsr); in ffb_save_context()
88 ctx->drawop = upa_readl(&ffb->drawop); in ffb_save_context()
97 ctx->ppc = upa_readl(&ffb->ppc); /* Pixel Processor Control */ in ffb_save_context()
98 ctx->wid = upa_readl(&ffb->wid); /* Current WID */ in ffb_save_context()
99 ctx->fg = upa_readl(&ffb->fg); /* Constant FG color */ in ffb_save_context()
100 ctx->bg = upa_readl(&ffb->bg); /* Constant BG color */ in ffb_save_context()
101 ctx->consty = upa_readl(&ffb->consty); /* Constant Y */ in ffb_save_context()
102 ctx->constz = upa_readl(&ffb->constz); /* Constant Z */ in ffb_save_context()
103 ctx->xclip = upa_readl(&ffb->xclip); /* X plane clip */ in ffb_save_context()
104 ctx->dcss = upa_readl(&ffb->dcss); /* Depth Cue Scale Slope */ in ffb_save_context()
105 ctx->vclipmin = upa_readl(&ffb->vclipmin); /* Primary XY clip, minimum */ in ffb_save_context()
106 ctx->vclipmax = upa_readl(&ffb->vclipmax); /* Primary XY clip, maximum */ in ffb_save_context()
107 ctx->vclipzmin = upa_readl(&ffb->vclipzmin); /* Primary Z clip, minimum */ in ffb_save_context()
108 ctx->vclipzmax = upa_readl(&ffb->vclipzmax); /* Primary Z clip, maximum */ in ffb_save_context()
109 ctx->dcsf = upa_readl(&ffb->dcsf); /* Depth Cue Scale Front Bound */ in ffb_save_context()
110 ctx->dcsb = upa_readl(&ffb->dcsb); /* Depth Cue Scale Back Bound */ in ffb_save_context()
111 ctx->dczf = upa_readl(&ffb->dczf); /* Depth Cue Scale Z Front */ in ffb_save_context()
112 ctx->dczb = upa_readl(&ffb->dczb); /* Depth Cue Scale Z Back */ in ffb_save_context()
113 ctx->blendc = upa_readl(&ffb->blendc); /* Alpha Blend Control */ in ffb_save_context()
114 ctx->blendc1 = upa_readl(&ffb->blendc1); /* Alpha Blend Color 1 */ in ffb_save_context()
115 ctx->blendc2 = upa_readl(&ffb->blendc2); /* Alpha Blend Color 2 */ in ffb_save_context()
116 ctx->fbc = upa_readl(&ffb->fbc); /* Frame Buffer Control */ in ffb_save_context()
117 ctx->rop = upa_readl(&ffb->rop); /* Raster Operation */ in ffb_save_context()
118 ctx->cmp = upa_readl(&ffb->cmp); /* Compare Controls */ in ffb_save_context()
119 ctx->matchab = upa_readl(&ffb->matchab); /* Buffer A/B Match Ops */ in ffb_save_context()
120 ctx->matchc = upa_readl(&ffb->matchc); /* Buffer C Match Ops */ in ffb_save_context()
121 ctx->magnab = upa_readl(&ffb->magnab); /* Buffer A/B Magnitude Ops */ in ffb_save_context()
122 ctx->magnc = upa_readl(&ffb->magnc); /* Buffer C Magnitude Ops */ in ffb_save_context()
123 ctx->pmask = upa_readl(&ffb->pmask); /* RGB Plane Mask */ in ffb_save_context()
124 ctx->xpmask = upa_readl(&ffb->xpmask); /* X Plane Mask */ in ffb_save_context()
125 ctx->ypmask = upa_readl(&ffb->ypmask); /* Y Plane Mask */ in ffb_save_context()
126 ctx->zpmask = upa_readl(&ffb->zpmask); /* Z Plane Mask */ in ffb_save_context()
129 ctx->auxclip0min = upa_readl(&ffb->auxclip[0].min); in ffb_save_context()
130 ctx->auxclip0max = upa_readl(&ffb->auxclip[0].max); in ffb_save_context()
131 ctx->auxclip1min = upa_readl(&ffb->auxclip[1].min); in ffb_save_context()
132 ctx->auxclip1max = upa_readl(&ffb->auxclip[1].max); in ffb_save_context()
133 ctx->auxclip2min = upa_readl(&ffb->auxclip[2].min); in ffb_save_context()
134 ctx->auxclip2max = upa_readl(&ffb->auxclip[2].max); in ffb_save_context()
135 ctx->auxclip3min = upa_readl(&ffb->auxclip[3].min); in ffb_save_context()
136 ctx->auxclip3max = upa_readl(&ffb->auxclip[3].max); in ffb_save_context()
138 ctx->lpat = upa_readl(&ffb->lpat); /* Line Pattern */ in ffb_save_context()
139 ctx->fontxy = upa_readl(&ffb->fontxy); /* XY Font Coordinate */ in ffb_save_context()
140 ctx->fontw = upa_readl(&ffb->fontw); /* Font Width */ in ffb_save_context()
141 ctx->fontinc = upa_readl(&ffb->fontinc); /* Font X/Y Increment */ in ffb_save_context()
145 ctx->dcss1 = upa_readl(&ffb->dcss1); /* Depth Cue Scale Slope 1 */ in ffb_save_context()
146 ctx->dcss2 = upa_readl(&ffb->dcss2); /* Depth Cue Scale Slope 2 */ in ffb_save_context()
147 ctx->dcss2 = upa_readl(&ffb->dcss3); /* Depth Cue Scale Slope 3 */ in ffb_save_context()
148 ctx->dcs2 = upa_readl(&ffb->dcs2); /* Depth Cue Scale 2 */ in ffb_save_context()
149 ctx->dcs3 = upa_readl(&ffb->dcs3); /* Depth Cue Scale 3 */ in ffb_save_context()
150 ctx->dcs4 = upa_readl(&ffb->dcs4); /* Depth Cue Scale 4 */ in ffb_save_context()
151 ctx->dcd2 = upa_readl(&ffb->dcd2); /* Depth Cue Depth 2 */ in ffb_save_context()
152 ctx->dcd3 = upa_readl(&ffb->dcd3); /* Depth Cue Depth 3 */ in ffb_save_context()
153 ctx->dcd4 = upa_readl(&ffb->dcd4); /* Depth Cue Depth 4 */ in ffb_save_context()
160 ctx->stencil = upa_readl(&ffb->stencil); in ffb_save_context()
161 ctx->stencilctl = upa_readl(&ffb->stencilctl); in ffb_save_context()
167 ctx->area_pattern[i] = upa_readl(&ffb->pattern[i]); in ffb_save_context()
170 ctx->ucsr = upa_readl(&ffb->ucsr); in ffb_save_context()
350 u32 regval = upa_readl(&ffb->ucsr); in FFBWait()