Lines Matching +refs:val +refs:target

259     /* Current active render target (if any) */
549 /* NULL is a dummy surface which can be used as a render target to save memory. */
1462 /* Typical render target formats; we should allow render target buffers to be used as textures. */
1626 /* Check all contexts if this surface is used as a render target or active texture. */
3378 SVGA3dSurfaceImageId target;
3380 target.sid = pContext->state.aRenderTargets[j];
3381 target.face = 0;
3382 target.mipmap = 0;
3383 rc = vmsvga3dSetRenderTarget(pThis, cid, (SVGA3dRenderTargetType)j, target);
3592 DWORD val;
3612 Log(("vmsvga3dSetRenderState: state=%s (%d) val=%x\n", vmsvga3dGetRenderStateName(pRenderState[i].state), pRenderState[i].state, pRenderState[i].uintValue));
3621 val = pRenderState[i].uintValue;
3622 Assert(val == D3DZB_FALSE || val == D3DZB_TRUE);
3627 val = pRenderState[i].uintValue;
3632 val = pRenderState[i].uintValue;
3637 val = pRenderState[i].uintValue;
3642 val = pRenderState[i].uintValue;
3647 val = pRenderState[i].uintValue;
3652 val = pRenderState[i].uintValue;
3657 val = pRenderState[i].uintValue;
3662 val = pRenderState[i].uintValue;
3667 val = pRenderState[i].uintValue;
3672 val = pRenderState[i].uintValue;
3677 val = pRenderState[i].uintValue;
3683 val = pRenderState[i].uintValue;
3689 val = pRenderState[i].uintValue;
3695 val = pRenderState[i].uintValue;
3700 val = pRenderState[i].uintValue;
3705 val = pRenderState[i].uintValue;
3710 val = pRenderState[i].uintValue;
3715 val = pRenderState[i].uintValue;
3720 val = pRenderState[i].uintValue;
3725 val = pRenderState[i].uintValue;
3730 val = pRenderState[i].uintValue;
3735 val = pRenderState[i].uintValue;
3740 val = pRenderState[i].uintValue;
3751 val = D3DFOG_NONE;
3754 val = D3DFOG_EXP;
3757 val = D3DFOG_EXP2;
3760 val = D3DFOG_LINEAR;
3812 val = D3DFILL_POINT;
3815 val = D3DFILL_WIREFRAME;
3818 val = D3DFILL_SOLID;
3832 val = pRenderState[i].uintValue; /* SVGA3dShadeMode == D3DSHADEMODE */
3841 val = pRenderState[i].uintValue;
3847 val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ONE /* default */);
3852 val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ZERO /* default */);
3858 val = pRenderState[i].uintValue;
3866 val = D3DCULL_NONE;
3869 val = D3DCULL_CW;
3872 val = D3DCULL_CCW;
3876 val = D3DCULL_CW;
3889 val = pRenderState[i].uintValue;
3894 val = pRenderState[i].uintValue;
3899 val = pRenderState[i].uintValue;
3904 val = pRenderState[i].uintValue;
3909 val = pRenderState[i].uintValue;
3914 val = pRenderState[i].uintValue;
3919 val = pRenderState[i].uintValue;
3926 val = pRenderState[i].uintValue;
3931 val = pRenderState[i].uintValue;
3936 val = pRenderState[i].uintValue;
3941 val = pRenderState[i].uintValue;
3948 val = pRenderState[i].uintValue;
3957 val = pRenderState[i].uintValue;
3964 val = pRenderState[i].uintValue;
3971 val = pRenderState[i].uintValue;
3976 val = pRenderState[i].uintValue;
3981 val = pRenderState[i].uintValue;
3987 val = pRenderState[i].uintValue;
3993 val = pRenderState[i].uintValue;
3998 val = pRenderState[i].uintValue;
4003 val = pRenderState[i].uintValue;
4008 val = pRenderState[i].uintValue;
4013 val = pRenderState[i].uintValue;
4018 val = pRenderState[i].uintValue;
4023 val = pRenderState[i].uintValue;
4028 val = pRenderState[i].uintValue;
4033 val = pRenderState[i].uintValue;
4038 val = pRenderState[i].uintValue;
4043 val = pRenderState[i].uintValue;
4048 val = pRenderState[i].uintValue;
4053 val = pRenderState[i].uintValue;
4059 val = pRenderState[i].uintValue;
4067 val = pRenderState[i].uintValue;
4075 val = pRenderState[i].uintValue;
4081 val = pRenderState[i].uintValue;
4086 val = pRenderState[i].uintValue;
4092 val = pRenderState[i].uintValue;
4097 val = pRenderState[i].uintValue;
4102 val = pRenderState[i].uintValue;
4107 val = pRenderState[i].uintValue;
4112 val = pRenderState[i].uintValue;
4117 val = pRenderState[i].uintValue;
4122 val = pRenderState[i].uintValue;
4127 val = pRenderState[i].uintValue;
4132 val = pRenderState[i].uintValue;
4137 val = pRenderState[i].uintValue;
4142 val = pRenderState[i].uintValue;
4147 val = pRenderState[i].uintValue;
4152 val = pRenderState[i].uintValue;
4157 val = pRenderState[i].uintValue;
4162 val = pRenderState[i].uintValue;
4167 val = pRenderState[i].uintValue;
4172 val = pRenderState[i].uintValue;
4177 val = pRenderState[i].uintValue;
4182 val = pRenderState[i].uintValue;
4187 val = pRenderState[i].uintValue;
4192 val = pRenderState[i].uintValue;
4197 val = pRenderState[i].uintValue;
4202 val = pRenderState[i].uintValue;
4207 val = pRenderState[i].uintValue;
4212 val = pRenderState[i].uintValue;
4217 val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ONE /* default */);
4222 val = vmsvga3dBlendOp2D3D(pRenderState[i].uintValue, D3DBLEND_ZERO /* default */);
4227 val = pRenderState[i].uintValue;
4234 val = pRenderState[i].uintValue;
4240 val = pRenderState[i].uintValue;
4247 val = pRenderState[i].uintValue;
4254 hr = pContext->pDevice->SetRenderState(renderState, val);
4262 int vmsvga3dSetRenderTarget(PVGASTATE pThis, uint32_t cid, SVGA3dRenderTargetType type, SVGA3dSurfaceImageId target)
4271 AssertReturn(target.face == 0, VERR_INVALID_PARAMETER);
4272 AssertReturn(target.mipmap == 0, VERR_INVALID_PARAMETER);
4274 Log(("vmsvga3dSetRenderTarget cid=%x type=%x surface id=%x\n", cid, type, target.sid));
4285 pContext->state.aRenderTargets[type] = target.sid;
4287 if (target.sid == SVGA3D_INVALID_ID)
4289 /* Disable render target. */
4313 /* Create a dummy render target to satisfy D3D. This path is usually taken only to render into a depth buffer without
4314 * wishing to update an actual color render target
4343 AssertReturn(target.sid < SVGA3D_MAX_SURFACE_IDS, VERR_INVALID_PARAMETER);
4344 AssertReturn(target.sid < pState->cSurfaces && pState->papSurfaces[target.sid]->id == target.sid, VERR_INVALID_PARAMETER);
4345 pRenderTarget = pState->papSurfaces[target.sid];
4480 /* A texture surface can be used as a render target to fill it and later on used as a texture. */
4483 Log(("vmsvga3dSetRenderTarget: create texture to be used as render target; surface id=%x type=%d format=%d -> create texture\n", target.sid, pRenderTarget->flags, pRenderTarget->format));
4491 Log(("vmsvga3dSetRenderTarget; using texture %x created for another context (%d vs %d)\n", target.sid, pRenderTarget->idAssociatedContext, cid));
4559 pContext->sidRenderTarget = target.sid;
4561 /* Changing the render target resets the viewport; restore it here. */
4564 /* Changing the render target also resets the scissor rectangle; restore it as well. */
4694 DWORD val;
4716 Log(("vmsvga3dSetTextureState: cid=%x stage=%d type=%s (%x) val=%x\n", cid, currentStage, vmsvga3dTextureStateToString(pTextureState[i].name), pTextureState[i].name, pTextureState[i].value));
4737 val = vmsvga3dTextureCombiner2D3D(pTextureState[i].value);
4742 val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
4747 val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
4752 val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
4757 val = vmsvga3dTextureCombiner2D3D(pTextureState[i].value);
4762 val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
4767 val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
4772 val = vmsvga3dTextureArgData2D3D(pTextureState[i].value);
4777 val = pTextureState[i].value;
4782 val = pTextureState[i].value;
4787 val = pTextureState[i].value;
4792 val = pTextureState[i].value;
4797 val = pTextureState[i].value;
4802 val = pTextureState[i].value;
4807 val = pTextureState[i].value;
4812 val = vmsvga3dTextTransformFlags2D3D(pTextureState[i].value);
4873 val = pTextureState[i].value; /* Identical otherwise */
4879 val = pTextureState[i].value; /* Identical otherwise */
4885 val = pTextureState[i].value; /* Identical otherwise */
4891 val = pTextureState[i].value; /* Identical otherwise */
4898 val = pTextureState[i].value; /* Identical otherwise */
4905 val = pTextureState[i].value; /* Identical otherwise */
4912 val = pTextureState[i].value; /* Identical */
4917 val = pTextureState[i].value; /* Identical */
4922 val = pTextureState[i].value; /* Identical?? */
4927 val = pTextureState[i].value; /* Identical?? */
4934 val = FALSE;
4936 val = TRUE;
4947 hr = pContext->pDevice->SetTextureStageState(currentStage, textureType, val);
4952 hr = pContext->pDevice->SetSamplerState(currentStage, samplerType, val);