Lines Matching defs:swizzle

37  * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
1703 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
1711 /* swizzle bits fields: wwzzyyxx */
1712 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
1713 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
1714 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
1715 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
1725 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
1729 * Also, return the actual register name and swizzle in case the
1747 * Also, return the actual register name and swizzle in case the
2061 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2072 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2458 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2653 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
2737 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
3180 DWORD mask = 0, swizzle;
3234 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3235 else swizzle = ins->src[1].swizzle;
3243 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, NULL,
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,
3271 DWORD swizzle = ins->src[1].swizzle;
3292 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3306 DWORD swizzle = ins->src[1].swizzle;
3326 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,