/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | ati_fragment_shader.c | 397 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 D | arb_program_shader.c | 2337 * 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 D | glsl_shader.c | 3738 * 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 D | ati_fragment_shader.c | 400 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 D | glsl_shader.c | 3254 * 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);
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H A D | arb_program_shader.c | 2220 * 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 D | glsl_shader.c | 3377 * 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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