Lines Matching defs:sampler
1867 int sampler;
1906 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
1907 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1909 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
1910 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
2922 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
2928 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
2933 * the sampler one:
2971 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
3379 /* Used by a fragment sampler */
3386 /* Pixel shader, check the shader's sampler map */
3390 /* Used by a vertex sampler */
3405 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
3445 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
4245 if (bind_count == 1) t->baseTexture.sampler = stage;
4261 if (bind_count && t->baseTexture.sampler == stage)
4273 t->baseTexture.sampler = i;
5503 DWORD sampler;
5618 sampler = This->rev_tex_unit_map[0];
5619 if (sampler != WINED3D_UNMAPPED_STAGE)
5621 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
6349 DWORD sampler;
6372 sampler = This->rev_tex_unit_map[0];
6373 if (sampler != WINED3D_UNMAPPED_STAGE)
6375 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));