Lines Matching defs:reg_maps

617     if (This->baseShader.reg_maps.shader_version.major == 1
618 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
687 switch (This->baseShader.reg_maps.shader_version.type)
703 This->baseShader.reg_maps.shader_version.type);
861 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
865 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
882 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
886 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
1011 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
1022 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1026 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
1054 if(This->baseShader.reg_maps.usesrelconstF) {
1088 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
1093 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
1109 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
1112 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
1127 if (reg_maps->shader_version.major >= 3)
1134 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1140 if (reg_maps->luminanceparams & (1 << i))
1157 if (reg_maps->vpos || reg_maps->usesdsy)
1180 if (reg_maps->sampler_type[i])
1182 switch (reg_maps->sampler_type[i])
1203 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1224 if (reg_maps->sampler_type[i]) {
1227 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1241 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1247 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1255 if (pshader && reg_maps->shader_version.major >= 3)
1259 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1265 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1275 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1281 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1283 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1290 for (i = 0; i < reg_maps->loop_depth; i++) {
1313 if(pshader && reg_maps->vpos) {
1423 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1444 if (This->baseShader.reg_maps.shader_version.major >= 3)
1447 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1568 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
2027 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2043 if (ins->ctx->reg_maps->sampler_type[sampler]==WINED3DSTT_2D)
2154 if (ins->ctx->reg_maps->shader_version.major == 1
2155 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2375 if (ins->ctx->reg_maps->shader_version.major < 2)
2587 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2588 ins->ctx->reg_maps->shader_version.minor);
3050 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3051 ins->ctx->reg_maps->shader_version.minor);
3063 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3158 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3186 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3197 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3213 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3263 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3391 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3413 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3459 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3491 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3535 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3599 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3616 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3633 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3652 if (ins->ctx->reg_maps->shader_version.major >= 2)
3692 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3697 WORD map = reg_maps->input_registers;
3977 for (i = 0, map = ps->baseShader.reg_maps.texcoord; map && i < min(8, MAX_REG_TEXCRD); map >>= 1, ++i)
3983 if ((vs->baseShader.reg_maps.texcoord_mask[i]) & WINED3DSP_WRITEMASK_ALL)
3999 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
4000 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
4021 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
4022 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
4033 WORD map = vs->baseShader.reg_maps.output_registers;
4086 WORD map = vs->baseShader.reg_maps.output_registers;
4114 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
4125 &ps->baseShader.reg_maps, NULL, NULL);
4164 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4178 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
4195 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4198 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4201 This->baseShader.input_signature, reg_maps, args->vp_mode);
4205 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4208 if (reg_maps->shader_version.major < 2)
4229 if (reg_maps->shader_version.major < 3)
4270 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4289 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4292 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4295 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4305 } else if (!reg_maps->fog) {
4404 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4545 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4652 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4889 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);