Lines Matching defs:shader_data

755     struct glsl_pshader_private    *shader_data = shader->baseShader.backend_data;
765 shader_data = shader->baseShader.backend_data;
767 if (inp2fixup_info >= shader_data->num_gl_shaders)
773 return &shader_data->gl_shaders[inp2fixup_info].np2fixup;
4349 struct glsl_pshader_private *shader_data;
4355 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4362 shader_data = shader->baseShader.backend_data;
4368 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4369 if(shader_data->gl_shaders[i].context==context
4370 && memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
4374 return shader_data->gl_shaders[i].prgId;
4379 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4380 if (shader_data->num_gl_shaders)
4382 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4383 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4384 new_size * sizeof(*shader_data->gl_shaders));
4386 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4394 shader_data->gl_shaders = new_array;
4395 shader_data->shader_array_size = new_size;
4398 shader_data->gl_shaders[shader_data->num_gl_shaders].context = context;
4399 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4401 memset(&shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup, 0, sizeof(struct ps_np2fixup_info));
4402 if (args->np2_fixup) np2fixup = &shader_data->gl_shaders[shader_data->num_gl_shaders].np2fixup;
4409 *inp2fixup_info = shader_data->num_gl_shaders;
4410 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4430 struct glsl_vshader_private *shader_data;
4435 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4442 shader_data = shader->baseShader.backend_data;
4448 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4449 if(shader_data->gl_shaders[i].context==context
4450 && vs_args_equal(&shader_data->gl_shaders[i].args, args, use_map)) {
4451 return shader_data->gl_shaders[i].prgId;
4457 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4458 if (shader_data->num_gl_shaders)
4460 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4461 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders,
4462 new_size * sizeof(*shader_data->gl_shaders));
4464 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader_data->gl_shaders));
4472 shader_data->gl_shaders = new_array;
4473 shader_data->shader_array_size = new_size;
4476 shader_data->gl_shaders[shader_data->num_gl_shaders].context = context;
4477 shader_data->gl_shaders[shader_data->num_gl_shaders].args = *args;
4481 shader_data->gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4892 struct glsl_pshader_private *shader_data;
4893 shader_data = This->baseShader.backend_data;
4894 if(!shader_data || shader_data->num_gl_shaders == 0)
4896 HeapFree(GetProcessHeap(), 0, shader_data);
4911 struct glsl_vshader_private *shader_data;
4912 shader_data = This->baseShader.backend_data;
4913 if(!shader_data || shader_data->num_gl_shaders == 0)
4915 HeapFree(GetProcessHeap(), 0, shader_data);
4952 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4955 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4956 if (shader_data->gl_shaders[i].context==context_get_current())
4958 TRACE("deleting pshader %u\n", shader_data->gl_shaders[i].prgId);
4959 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4965 shader_data->gl_shaders[i].prgId, shader_data->gl_shaders[i].context, context_get_current());
4969 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);
4974 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4977 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4978 if (shader_data->gl_shaders[i].context==context_get_current())
4980 TRACE("deleting vshader %u\n", shader_data->gl_shaders[i].prgId);
4981 GL_EXTCALL(glDeleteObjectARB(shader_data->gl_shaders[i].prgId));
4987 shader_data->gl_shaders[i].prgId, shader_data->gl_shaders[i].context, context_get_current());
4991 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders);