Lines Matching defs:vs

152     struct glsl_vs_program vs;
194 struct glsl_vs_compiled_shader *vs;
243 return "vs";
804 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
807 shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
816 GL_EXTCALL(glUniform4fvARB(prog->vs.pos_fixup_location, 1, position_fixup));
4222 key.vs_id = entry->vs.id;
4260 key.vs_id = entry->vs.id;
4273 if (entry->vs.id)
4274 list_remove(&entry->vs.shader_entry);
4279 HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
4379 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4388 const struct wined3d_shader_signature_element *output_signature = vs->output_signature;
4389 WORD map = vs->reg_maps.output_registers;
4397 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4453 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits.packed_output);
4476 &ps->reg_maps, output_signature, &vs->reg_maps);
4798 gl_shaders = shader_data->gl_shaders.vs;
4816 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
4829 shader_data->gl_shaders.vs = new_array;
5752 GLhandleARB program_id, struct glsl_vs_program *vs)
5757 vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
5762 vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5768 vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocationARB(program_id, name));
5771 vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocationARB(program_id, "posFixup"));
5895 entry->vs.id = vs_id;
5913 list_add_head(vs_list, &entry->vs.shader_entry);
5985 shader_glsl_init_vs_uniform_locations(gl_info, programId, &entry->vs);
5993 entry->vs.vertex_color_clamp = GL_FALSE;
5997 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
6138 old_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
6140 current_vertex_color_clamp = priv->glsl_program ? priv->glsl_program->vs.vertex_color_clamp : GL_FIXED_ONLY_ARB;
6287 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
6290 struct glsl_shader_prog_link, vs.shader_entry)
6302 if (priv->glsl_program && priv->glsl_program->vs.id == gl_shaders[i].prgId)
6307 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
6357 if (k->vs_id > prog->vs.id) return 1;
6358 else if (k->vs_id < prog->vs.id) return -1;
6792 struct glsl_shader_prog_link, vs.shader_entry)