Searched defs:dstreg (Results 1 - 7 of 7) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dati_fragment_shader.c397 GLuint dstreg; local
552 dstreg = tmparg;
554 dstreg = GL_REG_0_ATI;
572 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
584 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
604 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
614 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
635 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
643 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
657 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NON
[all...]
H A Darb_program_shader.c2337 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2355 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2388 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6045 const char *dstmask, *dstreg, *arg0, *arg1, *arg2; local
6052 if(dst == tempreg) dstreg = "tempreg";
6053 else dstreg = "ret";
6063 shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
6070 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
6080 shader_addline(buffer, "MUL %s%s, %s, %s;\n", dstreg, dstmask, arg1, arg2);
6091 shader_addline(buffer, "ADD_SAT %s%s, %s, %s;\n", dstreg, dstmas
[all...]
H A Dglsl_shader.c3738 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3782 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3786 DWORD dstreg = ins->dst[0].reg.idx[0].offset; local
3796 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3798 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3822 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3828 DWORD dstreg = ins->dst[0].reg.idx[0].offset; local
3833 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
5215 const char *dstmask, *dstreg, *arg0, *arg1, *arg2; local
5225 dstreg
[all...]
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dati_fragment_shader.c400 GLuint dstreg; local
548 dstreg = tmparg;
550 dstreg = GL_REG_0_ATI;
566 wrap_op1(gl_info, GL_MOV_ATI, dstreg, GL_NONE, GL_NONE,
576 wrap_op2(gl_info, GL_MUL_ATI, dstreg, GL_NONE, dstmod,
594 wrap_op2(gl_info, GL_SUB_ATI, dstreg, GL_NONE, dstmod,
604 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_SATURATE_BIT_ATI,
618 wrap_op3(gl_info, GL_LERP_ATI, dstreg, GL_NONE, GL_NONE,
626 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NONE, GL_NONE,
638 wrap_op3(gl_info, GL_MAD_ATI, dstreg, GL_NON
[all...]
H A Dglsl_shader.c3254 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3300 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3304 DWORD dstreg = ins->dst[0].reg.idx; local
3314 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3316 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3340 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3346 DWORD dstreg = ins->dst[0].reg.idx; local
3351 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
H A Darb_program_shader.c2220 * Take a 3-component dot product of the TexCoord[dstreg] and src,
2238 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
2271 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5558 const char *dstmask, *dstreg, *arg0, *arg1, *arg2; local
5566 if(dst == tempreg) dstreg = "tempreg";
5567 else dstreg = "ret";
5575 if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
5581 shader_addline(buffer, "MOV %s%s, %s;\n", dstreg, dstmask, arg1);
5588 if(strcmp(dstreg, "result.color") == 0) {
5589 dstreg
[all...]
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dglsl_shader.c3377 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3423 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3427 DWORD dstreg = ins->dst[0].reg.idx; local
3437 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
3439 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
3463 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3469 DWORD dstreg = ins->dst[0].reg.idx; local
3474 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);

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