Lines Matching defs:it

11  * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
16 * This library is distributed in the hope that it will be useful,
28 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
313 /* Make it the current GL context. */
486 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
516 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
796 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
799 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
810 * it is generally more efficient. Reserve just 8 constants. */
824 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
841 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
844 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
849 * this workaround is activated on cards that do not need it, it won't break things, just affect
943 * used it falls back to software. While the compiler can detect if the shader uses all declared
947 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
980 * GL implementations accept it. The Mac GL is the only implementation known to
981 * reject it.
983 * If we can pass 4 component specular colors, do it, because (a) we don't have
1262 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
2063 * some might use it for enabling 3d effects only on certain types of
2064 * videocards. In some cases games might even use it to work around bugs
2077 * This would work but it is not very portable. Second it would not work
2104 * video memory. If the value is slightly wrong it doesn't matter as we
2106 * memory higher and second OpenGL isn't that critical it moves to system
2542 * so use it here.
2569 * so use it here.
2612 * GL_ARB_texture_rectangle because we will never use it.
2730 /* If we have an estimate use it, else default to 64MB; */
2836 /* TODO: Store modes per adapter and read it from the adapter structure */
2882 /* TODO: Store modes per adapter and read it from the adapter structure */
3233 int it;
3262 for (it = 0; it < nCfgs; ++it) {
3263 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3265 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3305 /* By default multisampling is disabled right now as it causes issues
3306 * on some Nvidia driver versions and it doesn't work well in combination
3357 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3414 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3443 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3471 /* Ask the fixed function pipeline implementation if it can deal
3492 int it=0;
3505 for (it = 0; it < adapter->nCfgs; ++it)
3507 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3537 int it;
3553 for (it = 0; it < adapter->nCfgs; ++it)
3555 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3556 &cfgs[it], check_format_desc))
3559 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3647 * restrict it to some should games need that
3687 * Since it is not widely available, don't offer it. Further no Windows driver offers
3688 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3731 /* Ask the shader backend if it can deal with the conversion. If
3824 * to enable instancing. WineD3D doesn't need that and just ignores it.
3923 /* If opengl can't process the format natively, the blitter may be able to convert it */
4401 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4452 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4481 subset of a D3DCAPS9 structure. However, it has to come via a void *
4947 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4986 * without conversion, but it supports them.
4988 * don't advertise it yet as I'm not sure how we handle it.
4990 * support it.
5264 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5564 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5604 * but just fake it using D24(X8?) which is fine. D3D also allows that.