Lines Matching defs:vertex

2  * Pixel and vertex shaders implementation using ARB_vertex_program
144 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
239 } vertex;
289 /* For 3.0 vertex shaders */
291 /* For 2.x and earlier vertex shaders */
390 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
511 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
657 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
678 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
709 /* Load DirectX 9 float constants for vertex shader */
790 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
1075 * colors. This needs either a pipeline replacement to make the vertex shader feed
1080 FIXME("Non-vertex shader varying input with indirect addressing\n");
1109 sprintf(register_name, "vertex.attrib[%u]", reg->idx[0].offset);
1399 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */
1449 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
2711 /* SGN is only valid in vertex shaders */
3311 "MOV result.position, vertex.position;\n"
3313 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3564 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
4102 * Don't care about POSITION and PSIZE here - this is a builtin vertex shader, position goes
4302 TRACE("Creating a hw vertex shader, prg=%d\n", ret);
4305 TRACE("Created hw vertex shader, prg=%d\n", ret);
4423 if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
4621 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4622 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4623 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
4624 args->vertex.samplers[3] = 0;
4660 /* Deal with pixel shaders first so the vertex shader arg function has the input signature ready */
4732 TRACE("Using vertex shader %p\n", vs);
4747 /* Bind the vertex program */
4753 /* Enable OpenGL vertex programs */
4756 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB\n", priv->current_vprogram_id);
4767 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
4843 TRACE("Bound vertex program %u and enabled GL_VERTEX_PROGRAM_ARB.\n", priv->current_vprogram_id);
4943 ERR("Failed to initialize vertex pipe.\n");
5054 * for vertex programs. If the native limit is less than that it's
5065 TRACE("Hardware vertex shader version 3.0 enabled (NV_VERTEX_PROGRAM3)\n");
5069 /* Shader Model 2.0 requires at least 256 vertex shader constants */
5071 TRACE("Hardware vertex shader version 2.0 enabled (ARB_PROGRAM)\n");
5076 TRACE("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
5094 /* Similar as above for vertex programs, but the minimum for fragment
6561 * vertex pipeline links them to FOGENABLE. A different linking in different
6565 * vertex) results in the fragment_prog_arbfp function being called because