Lines Matching defs:shader_data

4700     struct glsl_shader_private *shader_data;
4708 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4715 shader_data = shader->backend_data;
4716 gl_shaders = shader_data->gl_shaders.ps;
4722 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4733 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4734 if (shader_data->num_gl_shaders)
4736 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4737 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
4750 shader_data->gl_shaders.ps = new_array;
4751 shader_data->shader_array_size = new_size;
4755 gl_shaders[shader_data->num_gl_shaders].args = *args;
4757 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
4765 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4785 struct glsl_shader_private *shader_data;
4790 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4797 shader_data = shader->backend_data;
4798 gl_shaders = shader_data->gl_shaders.vs;
4804 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4812 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4813 if (shader_data->num_gl_shaders)
4815 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
4816 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4829 shader_data->gl_shaders.vs = new_array;
4830 shader_data->shader_array_size = new_size;
4834 gl_shaders[shader_data->num_gl_shaders].args = *args;
4838 gl_shaders[shader_data->num_gl_shaders++].prgId = ret;
4847 struct glsl_shader_private *shader_data;
4852 if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
4858 shader_data = shader->backend_data;
4859 gl_shaders = shader_data->gl_shaders.gs;
4861 if (shader_data->num_gl_shaders)
4866 if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
4871 shader_data->shader_array_size = 1;
4872 gl_shaders = shader_data->gl_shaders.gs;
4876 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6232 struct glsl_shader_private *shader_data = shader->backend_data;
6239 if (!shader_data || !shader_data->num_gl_shaders)
6241 HeapFree(GetProcessHeap(), 0, shader_data);
6260 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
6272 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6280 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
6287 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
6299 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6307 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
6314 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
6326 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6334 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);