Lines Matching defs:program

115 /* Struct to maintain data about a linked GLSL program */
357 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLhandleARB program)
363 WDLOG(("\n***************************dumping program %d******************************\n", program));
365 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_ATTACHED_OBJECTS_ARB, &object_count));
373 GL_EXTCALL(glGetAttachedObjectsARB(program, object_count, NULL, objects));
382 WDLOG(("\n***************************END dumping program %d******************************\n\n", program));
386 static void shader_glsl_validate_compile_link(const struct wined3d_gl_info *gl_info, GLhandleARB program, GLboolean fIsProgram)
394 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_TYPE_ARB, &tmp));
399 ERR("this is a program, but shader expected");
401 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &tmp));
404 ERR("Program %p link status invalid.\n", (void *)(uintptr_t)program);
406 shader_glsl_dump_program_source(gl_info, program);
410 shader_glsl_dump_program_source(gl_info, program);
417 ERR("this is a shader, but program expected");
420 GL_EXTCALL(glGetObjectParameterivARB(program, GL_OBJECT_COMPILE_STATUS_ARB, &tmp));
423 ERR("Shader %p compile status invalid.\n", (void *)(uintptr_t)program);
424 shader_glsl_dump_shader_source(gl_info, program);
432 print_glsl_info_log(gl_info, program);
625 /* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
650 /* We found this uniform name in the program - go ahead and send the data */
656 /* Loads integer constants (aka uniforms) into the currently set GLSL program. */
671 /* We found this uniform name in the program - go ahead and send the data */
686 /* We found this uniform name in the program - go ahead and send the data */
693 /* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
739 /* We found this uniform name in the program - go ahead and send the data */
757 /* We found this uniform name in the program - go ahead and send the data */
794 * Loads the texture dimensions for NP2 fixup into the currently set GLSL program.
806 /* No GLSL program set - nothing to do. */
846 * Loads the app-supplied constants into the currently set GLSL program.
863 /* No GLSL program set - nothing to do. */
1336 /* Start the main program */
3879 ERR("Failed to insert program entry.\n");
3914 TRACE("deleting program %p\n", (void *)(uintptr_t)entry->programId);
3920 WARN("Attempting to delete program %p created in ctx %p from ctx %p\n", (void *)(uintptr_t)entry->programId, entry->context, context_get_current());
4406 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4617 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
4621 * If a program for the given combination does not exist, create one, and store
4622 * the program in the hash table. If it creates a program, it will link the
4651 /* If we get to this point, then no matching program exists, so we create one */
4653 TRACE("Created new GLSL shader program %p\n", (void *)(uintptr_t)programId);
4668 /* Set the current program */
4680 TRACE("Attaching GLSL shader object %p to program %p\n", (void *)(uintptr_t)reorder_shader_id, (void *)(uintptr_t)programId);
4683 /* Flag the reorder function for deletion, then it will be freed automatically when the program
4688 TRACE("Attaching GLSL shader object %p to program %p\n", (void *)(uintptr_t)vshader_id, (void *)(uintptr_t)programId);
4700 * to linking the GLSL program. */
4720 TRACE("Attaching GLSL shader object %p to program %p\n", (void *)(uintptr_t)pshader_id, (void *)(uintptr_t)programId);
4727 /* Link the program */
4728 TRACE("Linking GLSL shader program %p\n", (void *)(uintptr_t)programId);
4780 checkGLcall("Find glsl program uniform locations");
4805 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
4809 * fixed function fragment processing setups. So once the program is linked these samplers
4816 * load them now to have them hardcoded in the GLSL program. This saves some CPU cycles
4898 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
4936 if (program_id) TRACE("Using GLSL program %p\n", (void *)(uintptr_t)program_id);
4947 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
4996 if (program_id) TRACE("Using GLSL program %p\n", (void *)(uintptr_t)program_id);
5301 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info