Lines Matching refs:wined3d_context

829 struct wined3d_context;
837 void (*shader_select)(void *shader_priv, const struct wined3d_context *context,
839 void (*shader_disable)(void *shader_priv, const struct wined3d_context *context);
845 void (*shader_load_constants)(void *shader_priv, const struct wined3d_context *context,
853 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
1082 struct wined3d_context *context;
1095 struct wined3d_context *context;
1113 struct wined3d_context
1224 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1315 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1340 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1342 void context_alloc_event_query(struct wined3d_context *context,
1344 void context_alloc_occlusion_query(struct wined3d_context *context,
1346 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1347 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1349 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1350 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1352 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1354 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1355 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1356 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1363 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1366 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1368 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1369 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1374 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1375 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1377 void context_state_drawbuf(struct wined3d_context *context,
1379 void context_state_fb(struct wined3d_context *context,
1381 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1387 struct wined3d_context *context_find_create(struct wined3d_device *device,
1788 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1965 struct wined3d_context **contexts;
2010 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2011 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2024 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2030 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2037 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
2140 struct wined3d_context *context, BOOL srgb);
2216 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
2269 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2330 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2338 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2350 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2351 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2352 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2354 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2719 struct wined3d_context **context;
2735 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2779 void sampler_texdim(struct wined3d_context *context,
2781 void tex_alphaop(struct wined3d_context *context,
2783 void apply_pixelshader(struct wined3d_context *context,
2785 void state_fogcolor(struct wined3d_context *context,
2787 void state_fogdensity(struct wined3d_context *context,
2789 void state_fogstartend(struct wined3d_context *context,
2791 void state_fog_fragpart(struct wined3d_context *context,
2793 void state_srgbwrite(struct wined3d_context *context,
2796 void sampler_texmatrix(struct wined3d_context *context,
2798 void state_specularenable(struct wined3d_context *context,
2800 void transform_world(struct wined3d_context *context,
2802 void transform_view(struct wined3d_context *context,
2804 void transform_projection(struct wined3d_context *context,
2806 void transform_texture(struct wined3d_context *context,
2808 void state_ambient(struct wined3d_context *context,
2810 void viewport_vertexpart(struct wined3d_context *context,
2812 void state_clipping(struct wined3d_context *context,
2814 void light(struct wined3d_context *context,
2816 void vertexdeclaration(struct wined3d_context *context,
2818 void clipplane(struct wined3d_context *context,
2820 void state_psizemin_w(struct wined3d_context *context,
2822 void state_psizemin_ext(struct wined3d_context *context,
2824 void state_psizemin_arb(struct wined3d_context *context,
2826 void state_pointsprite_w(struct wined3d_context *context,
2828 void state_pointsprite(struct wined3d_context *context,
2830 void state_pscale(struct wined3d_context *context,
3005 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3062 void zv_bind(struct wined3d_context *context, GLenum enmzvValue, GLuint czvValue, GLuint czvValueElements, GLboolean bzvNormalized, const GLvoid *pzvValue);
3063 void zv_bind_by_element(struct wined3d_context *context, const struct wined3d_stream_info_element *element, GLuint czvValue, const GLvoid *pzvValue);
3175 static inline void context_apply_state(struct wined3d_context *context,