Lines Matching refs:texcoord

369     if (!use_nv_clip(gl_info)) return TRUE; /* Init the clip texcoord */
518 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
536 FIXME("Nonexistent texture is flagged for NP2 texcoord fixup\n");
866 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1069 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1081 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1088 sprintf(register_name, "fragment.texcoord[%s + %u]", rel_reg, reg->idx[0].offset);
1161 * For some instructions it is the texcoord input. Those
1166 sprintf(register_name, "fragment.texcoord[%u]", reg->idx[0].offset);
1922 * ps_1_3 shaders use the texcoord incarnation of the Tx register. ps_1_4 shaders can use the same,
1926 sprintf(reg_dest, "fragment.texcoord[%u]", dst->reg.idx[0].offset);
1958 /* 1.0-1.3: Use the texcoord varying.
1961 sprintf(reg_coord, "fragment.texcoord[%u]", reg_sampler_code);
2026 shader_addline(buffer, "MOV_SAT %s, fragment.texcoord[%u];\n", dst_str, reg);
2101 sprintf(reg_coord, "fragment.texcoord[%u]", reg_dest_code);
2107 * X2D TA.xy, fragment.texcoord, T%u, bumpenvmat%u.xzyw
2156 shader_addline(buffer, "DP3 %s.x, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2175 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2197 shader_addline(buffer, "DP3 %s.%c, fragment.texcoord[%u], %s;\n",
2215 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, reg, src0_name);
2241 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2244 shader_addline(buffer, "MOV TB.x, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[0]);
2245 shader_addline(buffer, "MOV TB.y, fragment.texcoord[%u].w;\n", tex_mx->texcoord_w[1]);
2246 shader_addline(buffer, "MOV TB.z, fragment.texcoord[%u].w;\n", reg);
2282 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
2348 shader_addline(buffer, "DP3 TB.x, fragment.texcoord[%u], %s;\n", sampler_idx, src0);
2366 shader_addline(buffer, "DP3 %s, fragment.texcoord[%u], %s;\n", dst_str, dst->reg.idx[0].offset, src0);
2382 shader_addline(buffer, "DP3 %s.z, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
2402 shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_name, dst->reg.idx[0].offset, src0);
3244 shader_addline(buffer, "MOV result.texcoord[%u], TA;\n",
3313 "MOV result.texcoord[0], vertex.texcoord[0];\n"
3356 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3364 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3370 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3386 "TEX R0.x, fragment.texcoord[0], texture[0], 2D;\n"
3398 "TEX R0.x, fragment.texcoord[0], texture[0], CUBE;\n"
3408 "TEX R0.x, fragment.texcoord[0], texture[0], RECT;\n"
3508 "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
3509 "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
3526 * load the texcoord attrib pointers to match the pixel shader signature
3564 /* That one is easy. The vertex shaders provide v0-v7 in fragment.texcoord and v8 and v9 in
3882 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation);
4006 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4007 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
4012 /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
4017 "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
4018 "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
4264 * a replacement shader depend on the texcoord.w being set properly.
4269 * coords, we have a flag in the opengl caps. Many cards do not require the texcoord being set, and
4284 shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
6309 shader_addline(&buffer, "KIL fragment.texcoord[7];\n");
6350 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].w;\n", stage);
6351 shader_addline(&buffer, "MUL ret.xyz, ret, fragment.texcoord[%u].w, fragment.texcoord[%u];\n", stage, stage);
6353 shader_addline(&buffer, "MOV ret.w, fragment.texcoord[%u].z;\n", stage);
6354 shader_addline(&buffer, "MAD ret.xyz, ret, fragment.texcoord[%u].z, fragment.texcoord[%u];\n", stage, stage);
6357 shader_addline(&buffer, "ADD ret, ret, fragment.texcoord[%u];\n", stage);
6369 shader_addline(&buffer, "MOV ret, fragment.texcoord[%u];\n", stage);
6374 shader_addline(&buffer, "%s tex%u, fragment.texcoord[%u], texture[%u], %s;\n",
6845 shader_addline(buffer, "MUL texcrd.xy, fragment.texcoord[0], size.x;\n");
6848 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
6891 shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s;\n", tex);
6952 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7024 shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
7075 shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
7077 shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");