/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | shader.c | 447 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, 510 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic); 1535 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature, 1803 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue; 1806 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name); 1807 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx; 446 shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe, struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size) argument
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H A D | glsl_shader.c | 3815 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps, 3831 semantic_name = input_signature[i].semantic_name; 3832 semantic_idx = input_signature[i].semantic_idx; 3833 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask); 3931 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in, 3977 semantic_name_in = input_signature[i].semantic_name; 3978 semantic_idx_in = input_signature[i].semantic_idx; 3979 set[map[i]] = input_signature[i].mask; 3980 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask); 4236 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature, 3814 shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) argument 3930 handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out) argument [all...] |
H A D | wined3d_private.h | 3142 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; member in struct:IWineD3DBaseShaderClass
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | shader.c | 447 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, 510 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic); 1533 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature, 1799 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue; 1802 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name); 1803 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx; 446 shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe, struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size) argument
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H A D | glsl_shader.c | 3692 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps, 3708 semantic_name = input_signature[i].semantic_name; 3709 semantic_idx = input_signature[i].semantic_idx; 3710 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask); 3808 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in, 3854 semantic_name_in = input_signature[i].semantic_name; 3855 semantic_idx_in = input_signature[i].semantic_idx; 3856 set[map[i]] = input_signature[i].mask; 3857 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask); 4113 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature, 3691 shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) argument 3807 handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out) argument [all...] |
H A D | wined3d_private.h | 3107 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; member in struct:IWineD3DBaseShaderClass
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | shader.c | 503 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, 549 shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx[0].offset], semantic); 1689 reg_maps, shader->input_signature, shader->output_signature, 1967 if (!(map & 1) || !shader->input_signature[i].semantic_name) 1971 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name); 1972 shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx; 502 shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe, struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size) argument
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H A D | glsl_shader.c | 4165 const struct wined3d_shader_signature_element *input_signature, 4181 semantic_name = input_signature[i].semantic_name; 4182 semantic_idx = input_signature[i].semantic_idx; 4183 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask); 4286 const struct wined3d_shader_signature_element *input_signature, 4324 semantic_name_in = input_signature[i].semantic_name; 4325 semantic_idx_in = input_signature[i].semantic_idx; 4336 || !(mask = input_signature[i].mask & output_signature[j].mask)) 4475 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature, 4563 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_map 4164 shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_signature_element *input_signature, const struct wined3d_shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) argument 4284 handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature_element *input_signature, const struct wined3d_shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature_element *output_signature, const struct wined3d_shader_reg_maps *reg_maps_out) argument [all...] |
H A D | wined3d_private.h | 2926 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; member in struct:wined3d_shader
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