Lines Matching refs:states

253 static void stateblock_savedstates_set_all(SAVEDSTATES *states, DWORD vs_consts, DWORD ps_consts)
258 states->primitive_type = 1;
259 states->indices = 1;
260 states->material = 1;
261 states->viewport = 1;
262 states->vertexDecl = 1;
263 states->pixelShader = 1;
264 states->vertexShader = 1;
265 states->scissorRect = 1;
268 states->streamSource = 0xffff;
269 states->streamFreq = 0xffff;
270 states->textures = 0xfffff;
271 stateblock_set_bits(states->transform, HIGHEST_TRANSFORMSTATE + 1);
272 stateblock_set_bits(states->renderState, WINEHIGHEST_RENDER_STATE + 1);
273 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
274 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff;
275 states->clipplane = 0xffffffff;
276 states->pixelShaderConstantsB = 0xffff;
277 states->pixelShaderConstantsI = 0xffff;
278 states->vertexShaderConstantsB = 0xffff;
279 states->vertexShaderConstantsI = 0xffff;
282 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * ps_consts);
283 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * vs_consts);
286 static void stateblock_savedstates_set_pixel(SAVEDSTATES *states, const DWORD num_constants)
292 states->pixelShader = 1;
297 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
302 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
305 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
306 states->pixelShaderConstantsB = 0xffff;
307 states->pixelShaderConstantsI = 0xffff;
309 memset(states->pixelShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
312 static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD num_constants)
318 states->vertexDecl = 1;
319 states->vertexShader = 1;
324 states->renderState[rs >> 5] |= 1 << (rs & 0x1f);
329 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
332 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask;
333 states->vertexShaderConstantsB = 0xffff;
334 states->vertexShaderConstantsI = 0xffff;
336 memset(states->vertexShaderConstantsF, TRUE, sizeof(BOOL) * num_constants);
828 /* Texture states */
952 /* Texture states */
961 /* Sampler states */
1093 TRACE("Render states\n");
1094 /* Render states: */
1188 /* states new in d3d9 */
1233 TRACE("Setting up default texture states for texture Stage %d\n", i);
1255 /* Sampler states*/
1257 TRACE("Setting up default samplers states for sampler %d\n", i);