Lines Matching defs:vertex

2  * Pixel and vertex shaders implementation using ARB_vertex_program
214 } vertex;
264 /* For 3.0 vertex shaders */
266 /* For 2.x and earlier vertex shaders */
312 * ARB_[vertex/fragment]_program helper functions follow
318 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
434 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
582 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
598 /* Load DirectX 9 float constants for vertex shader */
676 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
944 * colors. This needs either a pipeline replacement to make the vertex shader feed
949 FIXME("Non-vertex shader varying input with indirect addressing\n");
977 sprintf(register_name, "vertex.attrib[%u]", reg->idx);
1278 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1325 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
2547 /* SGN is only valid in vertex shaders */
3098 "MOV result.position, vertex.position;\n"
3100 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3310 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3838 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4031 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4034 TRACE("Created hw vertex shader, prg=%d\n", ret);
4162 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4337 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4338 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4339 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4340 args->vertex.samplers[3] = 0;
4376 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4438 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4444 /* Bind the vertex program */
4448 /* Enable OpenGL vertex programs */
4451 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4462 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4500 TRACE("(%p) : Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", This, priv->current_vprogram_id);
4672 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
4676 /* Shader Model 2.0 requires at least 256 vertex shader constants */
4678 TRACE_(d3d_caps)("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
4683 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
6047 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6059 /* We can't link the fog states to the fragment state directly since the vertex pipeline links them
6062 * is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the