Searched defs:d3d (Results 26 - 46 of 46) sorted by relevance

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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dswapchain.c36 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dcontext.c41 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
H A Dutils.c43 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Ddevice.c46 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))
H A Ddirectx.c44 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:
H A Dstate.c47 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 Dsurface.c47 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))
H A Darb_program_shader.c49 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 Dglsl_shader.c51 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))
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dcontext.c38 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
H A Dshader.c44 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable
1437 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
H A Dstate.c44 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 Dsurface.c44 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))
H A Dutils.c39 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Ddirectx.c43 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
H A Dglsl_shader.c50 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))
H A Darb_program_shader.c49 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 Ddevice.c51 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
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshader.c44 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable
1439 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
H A Dglsl_shader.c50 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))
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/d3d9/
H A Ddevice.c212 IDirect3D9 *d3d; local
227 IDirect3DDevice9_GetDirect3D(iface, &d3d);
228 d3dimpl = (IDirect3D9Impl *) d3d;
233 IDirect3D9_Release(d3d);
238 IDirect3D9_Release(d3d);

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