/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | swapchain.c | 36 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
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H A D | context.c | 41 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 271 if (!FIXME_ON(d3d)) return; 1382 if (WARN_ON(d3d)) 1589 && (ERR_ON(d3d) || FIXME_ON(d3d) || WARN_ON(d3d_perf)); 1864 if (ERR_ON(d3d)) 1869 if (FIXME_ON(d3d)) 1966 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
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H A D | utils.c | 43 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
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H A D | device.c | 46 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 1893 /* opengl-ish and d3d-ish spot lights use too different models 1901 /* Falloff = 0 is easy, because d3d's and opengl's spot light 2690 if (TRACE_ON(d3d)) 3162 if (TRACE_ON(d3d))
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H A D | directx.c | 44 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 87 /* The d3d device ID */ 985 * makes the shader slower and eats instruction slots which should be available to the d3d app. 1228 * y -> d3d version mapping:
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H A D | state.c | 47 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 550 * used WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha 708 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent 982 /* Range fog is only used with per-vertex fog in d3d */ 1059 /* Special handling for fogstart == fogend. In d3d with vertex 1138 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear 1434 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division 1559 * d3d scales the result after the point size scale. 3873 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 5778 if (TRACE_ON(d3d)) [all...] |
H A D | surface.c | 47 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 2973 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", 6807 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
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H A D | arb_program_shader.c | 49 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 793 * account for the helper const too because we have to declare all available d3d constants 1399 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */ 1470 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ 1887 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, 2596 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which 3250 * OpenGL coordinates specify the center of the pixel while d3d coords specify 3785 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of 4368 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 4467 /* Usually we have very few GL shaders for each d3d shade [all...] |
H A D | glsl_shader.c | 51 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 1091 * unused ones because d3d doesn't (yet) support indirect int and bool 4639 * OpenGL coordinates specify the center of the pixel while d3d coords specify 4718 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 4800 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 6559 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | context.c | 38 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 1245 if (WARN_ON(d3d)) 1812 /* Set up the previous texture input for all shader units. This applies to bump mapping, and in d3d
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H A D | shader.c | 44 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 1437 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
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H A D | state.c | 44 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 201 /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes, 486 * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha 705 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent 1067 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear 1368 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division 1486 * d3d scales the result after the point size scale. 3760 /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid 3943 The other fun is that d3d's output z range after the transformation is [0;1], 5607 if (TRACE_ON(d3d)) [all...] |
H A D | surface.c | 44 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 1035 TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", 5519 if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
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H A D | utils.c | 39 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
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H A D | directx.c | 43 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 49 /* The d3d device ID */ 777 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */ 845 * makes the shader slower and eats instruction slots which should be available to the d3d app. 3866 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
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H A D | glsl_shader.c | 50 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 1106 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet) 4311 * OpenGL coordinates specify the center of the pixel while d3d coords specify 4364 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 4444 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 5197 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
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H A D | arb_program_shader.c | 49 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 679 * account for the helper const too because we have to declare all availabke d3d constants 1278 /* D3D vertex shader sampler IDs are vertex samplers(0-3), not global d3d samplers */ 1346 /* TXB takes the 4th component of the source vector automatically, as d3d. Nothing more to do */ 1767 /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented, 2432 /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which 3000 * OpenGL coordinates specify the center of the pixel while d3d coords specify 3502 * Use local constants to load the bump env parameters, not program.env. This avoids collisions with d3d constants of 4104 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 4186 /* Usually we have very few GL shaders for each d3d shade [all...] |
H A D | device.c | 51 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable 439 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info); 2455 * opengl-ish and d3d-ish spot lights use too different models for the 2462 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the 3211 if(TRACE_ON(d3d)) { 3629 if(TRACE_ON(d3d)) { 3713 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | shader.c | 44 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 1439 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
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H A D | glsl_shader.c | 50 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable 1127 /* Always declare the full set of constants, the compiler can remove the unused ones because d3d doesn't(yet) 4442 * OpenGL coordinates specify the center of the pixel while d3d coords specify 4495 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 4575 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), 5338 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/d3d9/ |
H A D | device.c | 212 IDirect3D9 *d3d; local 227 IDirect3DDevice9_GetDirect3D(iface, &d3d); 228 d3dimpl = (IDirect3D9Impl *) d3d; 233 IDirect3D9_Release(d3d); 238 IDirect3D9_Release(d3d);
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