Lines Matching refs:baseShader

634     if (This->baseShader.reg_maps.shader_version.major == 1
635 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
640 if (!This->baseShader.load_local_constsF)
647 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
677 ptr = list_head(&This->baseShader.constantsI);
689 ptr = list_next(&This->baseShader.constantsI, ptr);
704 switch (This->baseShader.reg_maps.shader_version.type)
720 This->baseShader.reg_maps.shader_version.type);
746 ptr = list_head(&This->baseShader.constantsB);
761 ptr = list_next(&This->baseShader.constantsB, ptr);
772 struct glsl_pshader_private *shader_data = shader->baseShader.backend_data;
777 if (!shader->baseShader.backend_data)
782 shader_data = shader->baseShader.backend_data;
878 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
882 stateBlock->changed.vertexShaderConstantsB & vshader->baseShader.reg_maps.boolean_constants);
899 stateBlock->changed.pixelShaderConstantsI & pshader->baseShader.reg_maps.integer_constants);
903 stateBlock->changed.pixelShaderConstantsB & pshader->baseShader.reg_maps.boolean_constants);
1035 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
1053 if (This->baseShader.limits.constant_float > 0) {
1075 if(This->baseShader.reg_maps.usesrelconstF) {
1109 max_constantsF -= count_bits(This->baseShader.reg_maps.integer_constants);
1114 max_constantsF -= count_bits(This->baseShader.reg_maps.boolean_constants);
1123 max_constantsF = min(This->baseShader.limits.constant_float, max_constantsF);
1130 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
1131 shader_addline(buffer, "uniform ivec4 %cI[%u];\n", prefix, This->baseShader.limits.constant_int);
1133 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
1134 shader_addline(buffer, "uniform bool %cB[%u];\n", prefix, This->baseShader.limits.constant_bool);
1180 if (This->baseShader.limits.constant_float + extra_constants_needed
1201 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1245 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1292 if(This->baseShader.limits.packed_output) {
1293 shader_addline(buffer, "vec4 OUT[%u];\n", This->baseShader.limits.packed_output);
1328 if(!This->baseShader.load_local_constsF) {
1329 LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
1448 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
1469 if (This->baseShader.reg_maps.shader_version.major >= 3)
1472 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
1563 sprintf(register_name, "aL%u", This->baseShader.cur_loop_regno - 1);
1593 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
2997 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry) {
3016 shader->baseShader.cur_loop_depth, loop_control.start,
3017 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
3018 shader->baseShader.cur_loop_depth, loop_control.step);
3023 shader->baseShader.cur_loop_depth, loop_control.start,
3024 shader->baseShader.cur_loop_depth, loop_control.count, loop_control.step, loop_control.start,
3025 shader->baseShader.cur_loop_depth, loop_control.step);
3030 shader->baseShader.cur_loop_depth, loop_control.start, shader->baseShader.cur_loop_depth,
3031 shader->baseShader.cur_loop_depth, loop_control.count,
3032 shader->baseShader.cur_loop_depth);
3037 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno,
3038 src1_param.reg_name, shader->baseShader.cur_loop_depth, src1_param.reg_name,
3039 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_regno, src1_param.reg_name);
3042 shader->baseShader.cur_loop_depth++;
3043 shader->baseShader.cur_loop_regno++;
3054 shader->baseShader.cur_loop_depth--;
3055 shader->baseShader.cur_loop_regno--;
3060 shader->baseShader.cur_loop_depth--;
3074 LIST_FOR_EACH_ENTRY(constant, &shader->baseShader.constantsI, local_constant, entry)
3086 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
3087 control_values[0], shader->baseShader.cur_loop_depth);
3091 shader->baseShader.cur_loop_depth, shader->baseShader.cur_loop_depth,
3092 src0_param.param_str, shader->baseShader.cur_loop_depth);
3094 shader->baseShader.cur_loop_depth++;
3172 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
3264 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3299 IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
3499 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3532 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3557 SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
3581 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3611 SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
3643 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
4100 for (i = 0, map = ps->baseShader.reg_maps.texcoord; map && i < min(8, MAX_REG_TEXCRD); map >>= 1, ++i)
4106 if ((vs->baseShader.reg_maps.texcoord_mask[i]) & WINED3DSP_WRITEMASK_ALL)
4122 DWORD vs_major = vs->baseShader.reg_maps.shader_version.major;
4123 DWORD ps_major = ps ? ps->baseShader.reg_maps.shader_version.major : 0;
4138 device = (IWineD3DDeviceImpl *) vs->baseShader.device;
4144 if(vs->baseShader.reg_maps.texcoord_mask[i] != 0 &&
4145 vs->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
4156 WORD map = vs->baseShader.reg_maps.output_registers;
4159 output_signature = vs->baseShader.output_signature;
4209 WORD map = vs->baseShader.reg_maps.output_registers;
4211 output_signature = vs->baseShader.output_signature;
4236 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4237 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
4247 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
4248 &ps->baseShader.reg_maps, NULL, NULL);
4273 LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
4291 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4293 CONST DWORD *function = This->baseShader.function;
4328 This->baseShader.input_signature, reg_maps, args->vp_mode);
4401 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4403 CONST DWORD *function = This->baseShader.function;
4484 if (!shader->baseShader.backend_data)
4486 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4487 if (!shader->baseShader.backend_data)
4493 shader_data = shader->baseShader.backend_data;
4535 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4536 ((IWineD3DDeviceImpl *)shader->baseShader.device)->stateBlock->textures);
4560 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
4564 if (!shader->baseShader.backend_data)
4566 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4567 if (!shader->baseShader.backend_data)
4573 shader_data = shader->baseShader.backend_data;
4676 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4710 list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
4724 list_add_head(&((IWineD3DBaseShaderImpl *)pshader)->baseShader.linked_programs, &entry->pshader_entry);
4783 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
4819 if (pshader && !((IWineD3DBaseShaderImpl *)pshader)->baseShader.load_local_constsF)
4823 if (vshader && !((IWineD3DBaseShaderImpl *)vshader)->baseShader.load_local_constsF)
5012 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
5020 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
5024 shader_data = This->baseShader.backend_data;
5028 This->baseShader.backend_data = NULL;
5043 shader_data = This->baseShader.backend_data;
5047 This->baseShader.backend_data = NULL;
5062 linked_programs = &This->baseShader.linked_programs;
5083 struct glsl_pshader_private *shader_data = This->baseShader.backend_data;
5105 struct glsl_vshader_private *shader_data = This->baseShader.backend_data;
5125 HeapFree(GetProcessHeap(), 0, This->baseShader.backend_data);
5126 This->baseShader.backend_data = NULL;