Searched defs:d3d (Results 1 - 25 of 46) sorted by relevance

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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dsampler.c34 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dview.c34 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dpalette.c40 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dnvidia_texture_shader.c40 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
637 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
639 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
769 if (TRACE_ON(d3d))
H A Dquery.c34 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dresource.c36 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
101 const struct wined3d *d3d = device->wined3d; local
167 if (pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
186 const struct wined3d *d3d = resource->device->wined3d; local
193 if (resource->pool == WINED3D_POOL_DEFAULT && d3d->flags & WINED3D_VIDMEM_ACCOUNTING)
H A Dwined3d_main.c4 * Copyright 2002-2003 The wine-d3d team
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
141 TRACE("Created wined3d object %p for d3d%d support.\n", object, version);
H A Dstateblock.c38 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dati_fragment_shader.c39 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable
1202 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
H A Dbuffer.c39 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
1298 * number of Map calls, d3d returns always D3D_OK.
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dstateblock.c37 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Ddirectx.c51 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
57 /* The d3d device ID */
600 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
668 * makes the shader slower and eats instruction slots which should be available to the d3d app.
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dview.c34 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dpalette.c39 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dresource.c37 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dswapchain_base.c36 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dswapchain_gdi.c36 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dclipper.c38 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dnvidia_texture_shader.c39 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
595 * offset the destination stage(always stage + 1 in d3d). In GL_NV_texture_shader, the bump
597 * map is read from a specified source stage(always stage - 1 for d3d). Thus set the matrix
707 if (TRACE_ON(d3d))
H A Dquery.c35 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dstateblock.c37 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
H A Dwined3d_main.c4 * Copyright 2002-2003 The wine-d3d team
41 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
125 TRACE("Created wined3d object %p for d3d%d support.\n", object, version);
H A Dswapchain.c42 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
297 * so there are no d3d texture settings to dirtify
H A Dati_fragment_shader.c38 WINE_DECLARE_DEBUG_CHANNEL(d3d); variable
1167 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
H A Dbuffer.c39 WINE_DEFAULT_DEBUG_CHANNEL(d3d); variable
398 if (TRACE_ON(d3d))
1352 * number of Map calls, d3d returns always D3D_OK.

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