Lines Matching defs:sampler_idx

3179     DWORD sampler_idx;
3184 if (shader_version < WINED3D_SHADER_VERSION(2,0)) sampler_idx = ins->dst[0].reg.idx;
3185 else sampler_idx = ins->src[1].reg.idx;
3186 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3191 DWORD flags = (priv->cur_ps_args->tex_transform >> (sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT))
3226 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3227 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3243 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3244 "T%u%s", sampler_idx, coord_mask);
3252 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3255 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
3270 DWORD sampler_idx;
3280 sampler_idx = ins->src[1].reg.idx;
3281 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3282 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3283 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3292 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3305 DWORD sampler_idx;
3308 sampler_idx = ins->src[1].reg.idx;
3309 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3310 if(deviceImpl->stateBlock->textures[sampler_idx] &&
3311 IWineD3DBaseTexture_GetTextureDimensions(deviceImpl->stateBlock->textures[sampler_idx]) == GL_TEXTURE_RECTANGLE_ARB) {
3326 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3384 DWORD sampler_idx = ins->dst[0].reg.idx;
3386 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3402 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3403 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
3407 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3408 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
3412 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3413 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
3649 DWORD sampler_idx;
3654 sampler_idx = ins->dst[0].reg.idx;
3655 flags = (priv->cur_ps_args->tex_transform >> (sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT))
3658 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3679 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
3684 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3685 "T%u%s + vec4(bumpenvmat%d * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
3698 luminance_param.param_str, sampler_idx, sampler_idx);
3705 DWORD sampler_idx = ins->dst[0].reg.idx;
3712 src0_param.param_str, sampler_idx, src1_param.param_str);
3721 DWORD sampler_idx = ins->dst[0].reg.idx;
3722 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3728 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3738 DWORD sampler_idx = ins->dst[0].reg.idx;
3739 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3745 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
3755 DWORD sampler_idx = ins->dst[0].reg.idx;
3756 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3763 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,