Lines Matching refs:baseShader

96     if(!This->baseShader.reg_maps.usesmova) return FALSE;
342 if (target_type == GL_FRAGMENT_PROGRAM_ARB && This->baseShader.reg_maps.shader_version.major == 1)
411 if(This->baseShader.load_local_constsF) {
413 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
421 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
646 if(This->baseShader.load_local_constsF || list_empty(&This->baseShader.constantsF)) return NULL;
648 ret = HeapAlloc(GetProcessHeap(), 0, sizeof(DWORD) * This->baseShader.limits.constant_float);
654 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
688 if(This->baseShader.reg_maps.usesrelconstF) {
691 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
693 for(i = 0; i < This->baseShader.limits.constant_float; i++)
749 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
769 max_constantsF = min(max_constantsF, This->baseShader.limits.constant_float);
777 if(This->baseShader.reg_maps.usesrelconstF) {
786 if(!shader_constant_is_local(This, i) && (This->baseShader.reg_maps.constf[idx] & mask)) {
884 BOOL pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
898 if(This->baseShader.reg_maps.shader_version.major < 3)
923 else if(This->baseShader.reg_maps.input_registers & 0x0300)
987 if(This->baseShader.reg_maps.shader_version.major < 2) {
1009 if (This->baseShader.reg_maps.usesrelconstF)
1018 if(This->baseShader.reg_maps.shader_version.major == 1 &&
1019 This->baseShader.reg_maps.shader_version.minor <= 3) {
1032 if(This->baseShader.reg_maps.shader_version.major == 1 || ctx->target_version >= NV2)
1051 if(This->baseShader.reg_maps.highest_render_target > 0)
1084 if(This->baseShader.reg_maps.shader_version.major < 3)
1273 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1684 BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
1816 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1913 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
1967 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
2042 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2064 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2087 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2088 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2110 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2111 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2152 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
2153 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
2981 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
2982 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
3239 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
3258 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3327 const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
3328 CONST DWORD *function = This->baseShader.function;
3329 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
3337 struct arb_pshader_private *shader_priv = This->baseShader.backend_data;
3426 if(This->baseShader.reg_maps.highest_render_target > 0)
3648 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
3738 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
3739 IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
3816 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
3915 const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
3916 CONST DWORD *function = This->baseShader.function;
3917 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4011 if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
4012 This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
4058 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
4080 if (!shader->baseShader.backend_data)
4082 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
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);
4097 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4102 shader_data = shader->baseShader.backend_data;
4138 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4139 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4174 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4178 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4180 if (!shader->baseShader.backend_data)
4182 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4184 shader_data = shader->baseShader.backend_data;
4242 const struct wined3d_gl_info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
4246 args->bools = shader->baseShader.reg_maps.local_bool_consts;
4257 if((!((IWineD3DDeviceImpl *) shader->baseShader.device)->vs_clipping) && use_vs(stateblock) &&
4268 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4297 IWineD3DDeviceImpl *dev = (IWineD3DDeviceImpl *)shader->baseShader.device;
4305 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data;
4330 args->clip.boolclip.bools = shader->baseShader.reg_maps.local_bool_consts;
4343 int_skip = ~shader->baseShader.reg_maps.integer_constants | shader->baseShader.reg_maps.local_int_consts;
4402 if(priv->last_ps_const_clamped != ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts)
4404 priv->last_ps_const_clamped = ((struct arb_pshader_private *)ps->baseShader.backend_data)->clamp_consts;
4518 IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
4519 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
4522 if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
4524 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data;
4554 baseShader->baseShader.backend_data = NULL;
4558 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data;
4588 baseShader->baseShader.backend_data = NULL;
4850 BOOL vshader = shader_is_vshader_version(This->baseShader.reg_maps.shader_version.type);
4856 if(This->baseShader.reg_maps.local_bool_consts & flag)
4859 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsB, local_constant, entry)
4884 if (This->baseShader.reg_maps.local_int_consts & (1 << idx))
4888 LIST_FOR_EACH_ENTRY(constant, &This->baseShader.constantsI, local_constant, entry)
4907 switch (This->baseShader.reg_maps.shader_version.type)
4924 FIXME("Unhandled shader type %#x.\n", This->baseShader.reg_maps.shader_version.type);
5420 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5456 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))