Lines Matching refs:texcoord

112             || (!use_nv_clip(gl_info)) /* Init the clip texcoord */)
447 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
465 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
739 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
938 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
950 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
957 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx);
1021 * and as source to most instructions. For some instructions it is the texcoord
1027 sprintf(register_name, "fragment.texcoord[%u]", reg->idx);
1800 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1804 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx);
1837 /* 1.0-1.3: Use the texcoord varying.
1840 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
1899 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
1981 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
1987 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2036 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2056 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2079 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2098 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2125 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2128 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", current_state->texcoord_w[0]);
2129 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", current_state->texcoord_w[1]);
2130 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2167 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2231 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2249 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx, src0);
2265 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
2283 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx, src0);
3047 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3100 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3141 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3149 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3155 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3254 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3255 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3272 * load the texcoord attrib pointers to match the pixel shader signature
3310 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3601 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
3735 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
3736 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
3744 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
3995 * a replacement shader depend on the texcoord.w being set properly.
4000 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4013 shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
5805 if(ffp_clip_emul(stateblock) && settings->emul_clipplanes) shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
5850 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
5851 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
5853 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
5854 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
5857 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
5868 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
5873 shader_addline(&buffer, "%s%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6346 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6349 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6392 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6450 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6522 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6574 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
6576 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");