Lines Matching refs:shader

202     /* Check for transformed vertices, disable vertex shader if present. */
275 * same or a similar shader, it might be worth it to store the
304 use_vshader ? "shader": "fixed function", idx,
1345 ERR("Failed to allocate shader memory.\n");
1352 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
1361 TRACE("Created vertex shader %p.\n", object);
1369 IWineD3DGeometryShader **shader, IUnknown *parent,
1379 ERR("Failed to allocate shader memory.\n");
1386 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
1391 TRACE("Created geometry shader %p.\n", object);
1392 *shader = (IWineD3DGeometryShader *)object;
1409 ERR("Failed to allocate shader memory.\n");
1416 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
1425 TRACE("Created pixel shader %p.\n", object);
1913 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1954 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
3057 TRACE("App is setting the old shader over, nothing to do\n");
3098 ERR("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count);
3129 ERR("incorrect vertex shader const data: start(%u), dstData(0x%p), count(%u)", start, dstData, count);
3151 ERR("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count);
3183 ERR("incorrect vertex shader const data: start(%u), dstData(0x%p), count(%u)", start, dstData, count);
3206 ERR("incorrect vertex shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count);
3243 ERR("incorrect vertex shader const data: start(%u), dstData(0x%p), count(%u)", start, dstData, count);
3382 /* No pixel shader, check fixed function */
3386 /* Pixel shader, check the shader's sampler map */
3443 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3444 * that would be really messy and require shader recompilation
3473 TRACE("App is setting the old pixel shader over, nothing to do\n");
3516 ERR("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count);
3547 ERR("incorrect pixel shader const data: start(%u), dstData(0x%p), count(%u)", start, dstData, count);
3569 ERR("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count);
3601 ERR("incorrect pixel shader const data: start(%u), dstData(0x%p), count(%u)", start, dstData, count);
3624 ERR("incorrect pixel shader const data: start(%u), srcData(0x%p), count(%u)", start, srcData, count);
3661 ERR("incorrect pixel shader const data: start(%u), dstData(0x%p), count(%u)", start, dstData, count);
5666 * A possible improvement is to check if a vertex shader is used, and if not directly
6608 IWineD3DBaseShaderImpl *shader;
6614 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
6615 This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
6694 ERR("Failed to allocate shader private data, hr %#x.\n", hr);