Lines Matching refs:reg_maps

634     if (This->baseShader.reg_maps.shader_version.major == 1
635 && shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type))
704 switch (This->baseShader.reg_maps.shader_version.type)
720 This->baseShader.reg_maps.shader_version.type);
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);
1032 const shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
1043 char pshader = shader_is_pshader_version(reg_maps->shader_version.type);
1047 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
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);
1130 if (This->baseShader.limits.constant_int > 0 && This->baseShader.reg_maps.integer_constants)
1133 if (This->baseShader.limits.constant_bool > 0 && This->baseShader.reg_maps.boolean_constants)
1148 if (reg_maps->shader_version.major >= 3)
1155 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1161 if (reg_maps->luminanceparams & (1 << i))
1178 if (reg_maps->vpos || reg_maps->usesdsy)
1202 if (reg_maps->sampler_type[i])
1204 switch (reg_maps->sampler_type[i])
1225 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1246 if (reg_maps->sampler_type[i]) {
1249 if (WINED3DSTT_2D != reg_maps->sampler_type[i]) {
1263 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1269 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1277 if (pshader && reg_maps->shader_version.major >= 3)
1281 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1287 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1297 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1303 if (reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX)
1305 for (i = 0, map = reg_maps->input_registers; map; map >>= 1, ++i)
1312 for (i = 0; i < reg_maps->loop_depth; i++) {
1338 if(pshader && reg_maps->vpos) {
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);
1593 if (This->baseShader.reg_maps.shader_version.major >= 3) sprintf(register_name, "OUT[%u]", reg->idx);
2074 if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
2090 if (ins->ctx->reg_maps->sampler_type[sampler]==WINED3DSTT_2D)
2240 if (ins->ctx->reg_maps->shader_version.major == 1
2241 && !shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)
2467 if (ins->ctx->reg_maps->shader_version.major < 2)
2710 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
2711 ins->ctx->reg_maps->shader_version.minor);
3173 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3174 ins->ctx->reg_maps->shader_version.minor);
3186 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3281 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3309 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3320 && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
3336 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
3386 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3514 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3536 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3582 WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
3614 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
3658 sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3722 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3739 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3756 WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
3775 if (ins->ctx->reg_maps->shader_version.major >= 2)
3815 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3820 WORD map = reg_maps->input_registers;
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;
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;
4209 WORD map = vs->baseShader.reg_maps.output_registers;
4237 &ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
4248 &ps->baseShader.reg_maps, NULL, NULL);
4291 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4305 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] && reg_maps->usestexldd)
4322 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4325 if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
4328 This->baseShader.input_signature, reg_maps, args->vp_mode);
4332 shader_generate_main((IWineD3DBaseShader *)This, buffer, reg_maps, function, &priv_ctx);
4335 if (reg_maps->shader_version.major < 2)
4356 if (reg_maps->shader_version.major < 3)
4401 const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
4420 shader_generate_glsl_declarations(context, buffer, (IWineD3DBaseShader *)This, reg_maps, &priv_ctx);
4423 shader_generate_main((IWineD3DBaseShader*)This, buffer, reg_maps, function, &priv_ctx);
4426 if (reg_maps->shader_version.major >= 3) shader_addline(buffer, "order_ps_input(OUT);\n");
4436 } else if (!reg_maps->fog) {
4535 pixelshader_update_samplers(&shader->baseShader.reg_maps,
4676 WORD map = ((IWineD3DBaseShaderImpl *)vshader)->baseShader.reg_maps.input_registers;
4783 && ((IWineD3DPixelShaderImpl *)pshader)->baseShader.reg_maps.shader_version.major >= 3
5020 char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);