Lines Matching defs:in

14  * This library is distributed in the hope that it will be useful,
218 /* float_16_to_32() and float_32_to_16() (see implementation in
219 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
228 static inline float float_16_to_32(const unsigned short *in) {
233 const unsigned short s = ((*in) & 0x8000);
234 const unsigned short e = ((*in) & 0x7C00) >> 10;
235 const unsigned short m = (*in) & 0x3FF;
249 static inline float float_24_to_32(DWORD in)
251 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
252 const unsigned short e = (in & 0x780000) >> 19;
253 const unsigned short m = in & 0x7ffff;
302 * values in wined3d_main.c as well. */
401 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
594 /* Whether or not loops are used in this shader, and nesting depth */
747 /* Texture types(2D, Cube, 3D) in ps 1.x */
752 in D3D10 (unconditional NP2 support mandatory). */
833 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
906 #if 0 /* NOTE: Must be 0 in cvs */
907 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
911 /* Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
913 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
920 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
927 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
1117 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1139 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1270 /* Shaders for color conversions in blits */
1475 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GMA 965? */
2415 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2554 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2873 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
3281 /* Using additional shader constants (uniforms in GLSL / program environment
3282 * or local parameters in ARB) is costly:
3285 * (in fact most compilers map a float2 to a full float4 uniform).
3288 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3356 /* This is to store the palette in 'screen format' */
3455 * Errors will be asserted in strict builds and hit the release log in