Lines Matching defs:dst_reg

2092     char reg_coord[40], dst_reg[50], src_reg[50];
2099 shader_arb_get_dst_param(ins, &ins->dst[0], dst_reg);
2131 shader_hw_sample(ins, reg_dest_code, dst_reg, "TA", 0, NULL, NULL);
2138 shader_addline(buffer, "MUL %s, %s, TA;\n", dst_reg, dst_reg);
2167 char dst_reg[50];
2171 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2175 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2177 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2233 char dst_reg[50];
2239 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2241 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2250 shader_addline(buffer, "DP3 %s.w, %s, TB;\n", dst_reg, dst_reg);
2252 shader_addline(buffer, "DP3 TB.w, %s, %s;\n", dst_reg, dst_reg);
2254 shader_addline(buffer, "MUL %s.w, %s.w, TB.w;\n", dst_reg, dst_reg);
2255 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2256 shader_addline(buffer, "MAD %s, coefmul.x, %s, -TB;\n", dst_reg, dst_reg);
2261 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
2275 char dst_reg[50];
2280 shader_arb_get_register_name(ins, &ins->dst[0].reg, dst_reg, &is_color);
2281 /* Note: dst_reg.xy is input here, generated by two texm3x3pad instructions */
2282 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2287 * dst_reg.xyz = 2 * --------- * N - E
2292 shader_addline(buffer, "DP3 %s.w, %s, %s;\n", dst_reg, dst_reg, src1_name);
2293 shader_addline(buffer, "DP3 TC.w, %s, %s;\n", dst_reg, dst_reg);
2295 shader_addline(buffer, "MUL %s.w, %s.w, TC.w;\n", dst_reg, dst_reg);
2296 shader_addline(buffer, "MUL %s, %s.w, %s;\n", dst_reg, dst_reg, dst_reg);
2297 shader_addline(buffer, "MAD %s, coefmul.x, %s, -%s;\n", dst_reg, dst_reg, src1_name);
2302 shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);