Lines Matching defs:target

90      * target, but only if the primary render target exists. Otherwise
92 * target, Uninit3D() will activate a context before doing anything. */
191 static void surface_get_blt_info(GLenum target, const RECT *rect_in, GLsizei w, GLsizei h, struct blt_info *info)
207 switch (target)
210 FIXME("Unsupported texture target %#x\n", target);
505 FIXME("Trying to create a render target that isn't in the default pool.\n");
627 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target)
631 TRACE("(%p) : setting target %#x\n", This, target);
633 if (This->texture_target != target)
635 if (target == GL_TEXTURE_RECTANGLE_ARB)
644 This->texture_target = target;
677 /* This function checks if the primary render target uses the 8bit paletted format. */
735 /* In case of P8 the index is stored in the alpha component if the primary render target uses P8 */
868 TRACE("target %#x, level %u, resource size %u.\n",
945 TRACE("target %#x, level %u, resource size %u.\n",
1035 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n",
1084 * render target dimensions. With FBOs, the dimensions have to be an exact match. */
1097 /* A depth stencil smaller than the render target is not valid */
1416 * Implicit resources stay however. So this means we have an implicit render target
1499 ERR("The application tries to lock the render target, but render target locking is disabled\n");
1521 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1524 TRACE("Locking offscreen render target\n");
1733 /* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
1762 /* Locking the primary render target which is not on a swapchain(=offscreen render target).
1765 TRACE("Locking offscreen render target\n");
1796 TRACE("Updated target %d\n", This->texture_target);
2065 UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
2070 /* Activate the correct context for the render target */
2084 /* Primary offscreen render target */
2085 TRACE("Offscreen render target.\n");
2200 ERR("The application tries to write to the render target, but render target locking is disabled\n");
2470 * in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
2987 TRACE("(%p) Reading render target into texture\n", This);
3246 WARN("Tried to flip a non-render target, non-overlay surface\n");
3363 /* Bind the target texture */
3367 TRACE("Reading from an offscreen target\n");
3432 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3519 TRACE("Reading from an offscreen target\n");
3706 /* The texture is now most up to date - If the surface is a render target and has a drawable, this
3750 /* Early sort out of cases where no render target is used */
3753 TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
3877 TRACE("Blit from active render target to a swapchain\n");
3881 FIXME("Implement blit from a swapchain to the active render target\n");
3890 /* Blit from render target to texture */
3966 /* Blit from offscreen surface to render target */
3984 /* The source is always a texture, but never the currently active render target, and the texture
4072 /* When the primary render target uses P8, the alpha component contains the palette index.
4123 /* Source-Less Blit to render target */
4155 TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
4608 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
4651 GLuint texture, GLsizei w, GLsizei h, GLenum target)
4670 surface_get_blt_info(target, NULL, w, h, &info);
5096 * values, otherwise we get incorrect values in the target. For now go the slow way