Lines Matching defs:dst_name

1591     char dst_name[50];
1594 shader_arb_get_dst_param(ins, dst, dst_name);
1609 shader_addline(buffer, "ADD %s, %s, TC;\n", dst_name, src_name[0]);
1639 char dst_name[50];
1644 shader_arb_get_dst_param(ins, dst, dst_name);
1650 shader_addline(buffer, "MOV%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[1]);
1664 dst_name, src_name[1], src_name[2]);
1672 char dst_name[50];
1675 shader_arb_get_dst_param(ins, dst, dst_name);
1683 dst_name, src_name[0], src_name[2], src_name[1]);
1692 char dst_name[50];
1696 shader_arb_get_dst_param(ins, dst, dst_name);
1705 dst_name, src_name[0], src_name[1], src_name[2]);
1726 dst_name, src_name[2], src_name[0], src_name[1]);
1737 shader_addline(buffer, "ADD%s %s, TA, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name[2]);
2146 char src0_name[50], dst_name[50];
2155 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2156 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2185 char src0_name[50], dst_name[50];
2194 shader_arb_get_register_name(ins, &tmp_reg, dst_name, &is_color);
2198 dst_name, 'x' + tex_mx->current_row, reg, src0_name);
2210 char src0_name[50], dst_name[50];
2213 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2215 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2220 shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2310 char dst_name[50];
2319 shader_arb_get_dst_param(ins, dst, dst_name);
2324 shader_addline(buffer, "MIN %s.y, %s.y, %s;\n", dst_name, dst_name, one);
2326 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2330 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2331 shader_addline(buffer, "MUL TA.x, %s.x, %s.y;\n", dst_name, dst_name);
2375 char dst_str[50], dst_name[50];
2381 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2382 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2383 shader_addline(buffer, "MOV %s, %s;\n", dst_str, dst_name);
2395 char src0[50], dst_name[50];
2401 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2402 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2404 /* How to deal with the special case dst_name.g == 0? if r != 0, then
2408 shader_addline(buffer, "RCP %s.y, %s.y;\n", dst_name, dst_name);
2409 shader_addline(buffer, "MUL %s.x, %s.x, %s.y;\n", dst_name, dst_name, dst_name);
2410 shader_addline(buffer, "MIN %s.x, %s.x, %s;\n", dst_name, dst_name, one);
2411 shader_addline(buffer, "MAX result.depth, %s.x, %s;\n", dst_name, zero);
2526 char dst_name[50];
2532 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2544 shader_addline(buffer, "NRM%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2545 shader_addline(buffer, "MOV %s (EQ), %s;\n", dst_name, zero);
2551 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2567 shader_addline(buffer, "MUL%s %s, %s, TA.x;\n", shader_arb_get_modifier(ins), dst_name,
2575 char dst_name[50];
2584 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2591 dst_name, src_name[0], src_name[2]);
2603 char dst_name[50];
2609 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2611 shader_addline(buffer, "SCS %s, %s;\n", dst_name, src_name0);
2616 shader_addline(buffer, "MOV_SAT %s, %s;\n", dst_name, src_name0);
2619 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2623 shader_addline(buffer, "COS%s %s.x, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2625 shader_addline(buffer, "SIN%s %s.y, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name0);
2662 shader_arb_get_register_name(ins, &dst->reg, dst_name, &is_color);
2664 shader_addline(buffer, "MUL %s.x, %s, %s;\n", dst_name, src_name0, src_name0); /* x ^ 2 */
2665 shader_addline(buffer, "MUL TA.y, %s.x, %s;\n", dst_name, src_name0); /* x ^ 3 */
2666 shader_addline(buffer, "MUL %s.y, TA.y, %s;\n", dst_name, src_name0); /* x ^ 4 */
2667 shader_addline(buffer, "MUL TA.z, %s.y, %s;\n", dst_name, src_name0); /* x ^ 5 */
2668 shader_addline(buffer, "MUL %s.z, TA.z, %s;\n", dst_name, src_name0); /* x ^ 6 */
2669 shader_addline(buffer, "MUL TA.w, %s.z, %s;\n", dst_name, src_name0); /* x ^ 7 */
2684 shader_addline(buffer, "MAD TA.y, %s.x, %s.y, %s.z;\n", dst_name, src_name2, src_name2); /* -1/(2!*4), +1.0 */
2685 shader_addline(buffer, "MAD TA.y, %s.y, %s.z, TA.y;\n", dst_name, src_name1); /* +1/(4!*16) */
2686 shader_addline(buffer, "MAD TA.y, %s.z, %s.y, TA.y;\n", dst_name, src_name1); /* -1/(6!*64) */
2691 shader_addline(buffer, "MAD %s.x, -TA.x, TA.x, TA.z;\n", dst_name);
2695 shader_addline(buffer, "MUL %s.y, TA.x, TA.y;\n", dst_name);
2696 shader_addline(buffer, "ADD %s.y, %s.y, %s.y;\n", dst_name, dst_name, dst_name);
2704 char dst_name[50];
2708 shader_arb_get_dst_param(ins, &ins->dst[0], dst_name);
2713 shader_addline(buffer, "SSG%s %s, %s;\n", shader_arb_get_modifier(ins), dst_name, src_name);
2721 shader_addline(buffer, "SLT %s, -%s, %s;\n", dst_name, src_name, src_name);
2731 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2733 shader_addline(buffer, "ADD %s, %s, -TA;\n", dst_name, dst_name);
2738 shader_addline(buffer, "SLT %s, %s, -%s;\n", dst_name, src_name, src_name);
2739 shader_addline(buffer, "ADD %s, TA, -%s;\n", dst_name, dst_name);
2749 char dst_name[50];
2754 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_name, &is_color);
2757 shader_addline(buffer, "MUL%s %s, %s, ycorrection.y;\n", shader_arb_get_modifier(ins), dst, dst_name);