Lines Matching defs:shader_data

4077     struct arb_pshader_private *shader_data;
4086 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4087 shader_data = shader->baseShader.backend_data;
4088 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4090 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4091 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4093 shader_data->has_signature_idx = TRUE;
4094 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4097 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4100 shader_data->clipplane_emulation = ~0U;
4102 shader_data = shader->baseShader.backend_data;
4108 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4109 if(shader_data->gl_shaders[i].context==context
4110 && memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4111 return &shader_data->gl_shaders[i];
4116 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4117 if (shader_data->num_gl_shaders)
4119 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4120 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4121 new_size * sizeof(*shader_data->gl_shaders));
4123 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4131 shader_data->gl_shaders = new_array;
4132 shader_data->shader_array_size = new_size;
4135 shader_data->gl_shaders[shader_data->num_gl_shaders].context = context;
4136 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4148 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4150 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4152 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4176 struct arb_vshader_private *shader_data;
4182 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4184 shader_data = shader->baseShader.backend_data;
4190 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4191 if (shader_data->gl_shaders[i].context==context
4192 && vs_args_equal(&shader_data->gl_shaders[i].args, args,
4195 return &shader_data->gl_shaders[i];
4201 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4202 if (shader_data->num_gl_shaders)
4204 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4205 new_array = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, shader_data->gl_shaders,
4206 new_size * sizeof(*shader_data->gl_shaders));
4208 new_array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data->gl_shaders));
4216 shader_data->gl_shaders = new_array;
4217 shader_data->shader_array_size = new_size;
4220 shader_data->gl_shaders[shader_data->num_gl_shaders].context = context;
4221 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4230 &shader_data->gl_shaders[shader_data->num_gl_shaders]);
4232 shader_data->gl_shaders[shader_data->num_gl_shaders].prgId = ret;
4234 return &shader_data->gl_shaders[shader_data->num_gl_shaders++];
4524 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4527 if(!shader_data) return; /* This can happen if a shader was never compiled */
4529 if (shader_data->num_gl_shaders)
4534 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4536 if (shader_data->gl_shaders[i].context==context_get_current())
4538 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4539 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4544 shader_data->gl_shaders[i].prgId, shader_data->gl_shaders[i].context, context_get_current());
4552 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4553 HeapFree(GetProcessHeap(), 0, shader_data);
4558 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4561 if(!shader_data) return; /* This can happen if a shader was never compiled */
4563 if (shader_data->num_gl_shaders)
4568 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4570 if (shader_data->gl_shaders[i].context==context_get_current())
4572 GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
4573 checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
4578 shader_data->gl_shaders[i].prgId, shader_data->gl_shaders[i].context, context_get_current());
4586 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4587 HeapFree(GetProcessHeap(), 0, shader_data);