Lines Matching refs:baseShader

617     if (This->baseShader.reg_maps.shader_version.major == 1
618 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
623 if (!This->baseShader.load_local_constsF)
630 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
660 ptr = list_head(&This->baseShader.constantsI);
672 ptr = list_next(&This->baseShader.constantsI, ptr);
687 switch (This->baseShader.reg_maps.shader_version.type)
703 This->baseShader.reg_maps.shader_version.type);
729 ptr = list_head(&This->baseShader.constantsB);
744 ptr = list_next(&This->baseShader.constantsB, ptr);
755 struct glsl_pshader_private *shader_data = shader->baseShader.backend_data;
760 if (!shader->baseShader.backend_data)
765 shader_data = shader->baseShader.backend_data;
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);
1014 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1032 if (This->baseShader.limits.constant_float > 0) {
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);
1102 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
1109 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
1110 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
1112 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
1113 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
1159 if (This->baseShader.limits.constant_float + extra_constants_needed
1179 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1223 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1270 if(This->baseShader.limits.packed_output) {
1271 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1303 if(!This->baseShader.load_local_constsF) {
1304 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
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);
1538 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1568 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
2874 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
2893 shader->baseShader.cur_loop_depth, loop_control.start,
2894 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2895 shader->baseShader.cur_loop_depth, loop_control.step);
2900 shader->baseShader.cur_loop_depth, loop_control.start,
2901 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
2902 shader->baseShader.cur_loop_depth, loop_control.step);
2907 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
2908 shader->baseShader.cur_loop_depth, loop_control.count,
2909 shader->baseShader.cur_loop_depth);
2914 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
2915 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
2916 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
2919 shader->baseShader.cur_loop_depth++;
2920 shader->baseShader.cur_loop_regno++;
2931 shader->baseShader.cur_loop_depth--;
2932 shader->baseShader.cur_loop_regno--;
2937 shader->baseShader.cur_loop_depth--;
2951 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
2963 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2964 control_values[0], shader->baseShader.cur_loop_depth);
2968 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
2969 src0_param.param_str, shader->baseShader.cur_loop_depth);
2971 shader->baseShader.cur_loop_depth++;
3049 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3141 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3176 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3376 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3409 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3434 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3458 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3488 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3520 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
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;
4015 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
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;
4036 output_signature = vs->baseShader.output_signature;
4086 WORD map = vs->baseShader.reg_maps.output_registers;
4088 output_signature = vs->baseShader.output_signature;
4113 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4114 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
4124 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4125 &ps->baseShader.reg_maps, NULL, NULL);
4150 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
4164 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4166 CONST DWORD *function = This->baseShader.function;
4201 This->baseShader.input_signature, reg_maps, args->vp_mode);
4270 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4272 CONST DWORD *function = This->baseShader.function;
4353 if (!shader->baseShader.backend_data)
4355 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4356 if (!shader->baseShader.backend_data)
4362 shader_data = shader->baseShader.backend_data;
4404 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4405 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4429 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4433 if (!shader->baseShader.backend_data)
4435 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4436 if (!shader->baseShader.backend_data)
4442 shader_data = shader->baseShader.backend_data;
4545 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4579 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4593 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4652 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4688 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4692 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
4881 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
4889 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
4893 shader_data = This->baseShader.backend_data;
4897 This->baseShader.backend_data = NULL;
4912 shader_data = This->baseShader.backend_data;
4916 This->baseShader.backend_data = NULL;
4931 linked_programs = &This->baseShader.linked_programs;
4952 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
4974 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
4994 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
4995 This->baseShader.backend_data = NULL;