Lines Matching defs:sampler_idx

3056     DWORD sampler_idx;
3061 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3062 else sampler_idx = ins->src[1].reg.idx;
3063 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3068 DWORD flags = (priv->cur_ps_args->tex_transform >> (sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT))
3103 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3104 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3120 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3121 "T%u%s", sampler_idx, coord_mask);
3129 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3132 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3147 DWORD sampler_idx;
3157 sampler_idx = ins->src[1].reg.idx;
3158 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3159 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3160 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3169 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3182 DWORD sampler_idx;
3185 sampler_idx = ins->src[1].reg.idx;
3186 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3187 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3188 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3203 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3261 DWORD sampler_idx = ins->dst[0].reg.idx;
3263 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3279 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3280 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3284 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3285 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3289 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3290 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3526 DWORD sampler_idx;
3531 sampler_idx = ins->dst[0].reg.idx;
3532 flags = (priv->cur_ps_args->tex_transform >> (sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT))
3535 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3556 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3561 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3562 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3575 luminance_param.param_str, sampler_idx, sampler_idx);
3582 DWORD sampler_idx = ins->dst[0].reg.idx;
3589 src0_param.param_str, sampler_idx, src1_param.param_str);
3598 DWORD sampler_idx = ins->dst[0].reg.idx;
3599 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3605 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3615 DWORD sampler_idx = ins->dst[0].reg.idx;
3616 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3622 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3632 DWORD sampler_idx = ins->dst[0].reg.idx;
3633 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3640 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,