Searched defs:sampler (Results 1 - 20 of 20) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dsampler.c36 ULONG CDECL wined3d_sampler_incref(struct wined3d_sampler *sampler) argument
38 ULONG refcount = InterlockedIncrement(&sampler->refcount);
40 TRACE("%p increasing refcount to %u.\n", sampler, refcount);
45 ULONG CDECL wined3d_sampler_decref(struct wined3d_sampler *sampler) argument
47 ULONG refcount = InterlockedDecrement(&sampler->refcount);
49 TRACE("%p decreasing refcount to %u.\n", sampler, refcount);
52 HeapFree(GetProcessHeap(), 0, sampler); local
57 void * CDECL wined3d_sampler_get_parent(const struct wined3d_sampler *sampler) argument
59 TRACE("sampler %p.\n", sampler);
64 wined3d_sampler_init(struct wined3d_sampler *sampler, void *parent) argument
70 wined3d_sampler_create(void *parent, struct wined3d_sampler **sampler) argument
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H A Dnvidia_texture_shader.c551 /* The sampler will also activate the correct texture dimensions, so no need to do it here
552 * if the sampler for this stage is dirty
613 DWORD sampler = state_id - STATE_SAMPLER(0); local
614 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
621 if (sampler >= state->lowest_disabled_stage)
623 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
626 nvts_activate_dimensions(state, sampler, context);
H A Dstateblock.c483 struct wined3d_sampler *sampler; local
545 if ((sampler = state->vs_sampler[i]))
548 wined3d_sampler_decref(sampler);
569 if ((sampler = state->gs_sampler[i]))
572 wined3d_sampler_decref(sampler);
584 if ((sampler = state->ps_sampler[i]))
587 wined3d_sampler_decref(sampler);
961 TRACE("Updating sampler state %u, %u to %#x (was %#x).\n", stage, state,
1363 TRACE("Setting up default samplers states for sampler %u.\n", i);
H A Dcontext.c2145 DWORD sampler; local
2175 sampler = device->rev_tex_unit_map[i];
2196 if (sampler != WINED3D_UNMAPPED_STAGE)
2198 if (sampler < MAX_TEXTURES)
2199 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
2200 context_invalidate_state(context, STATE_SAMPLER(sampler));
2205 sampler = device->rev_tex_unit_map[0];
2236 if (sampler != WINED3D_UNMAPPED_STAGE)
2238 if (sampler < MAX_TEXTURES)
2240 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler));
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H A Dutils.c2466 FIXME("Unrecognized %u sampler state!\n", state);
3530 DWORD sampler = state_id - STATE_SAMPLER(0); local
3531 DWORD mapped_stage = context->swapchain->device->texUnitMap[sampler];
3538 if (sampler >= state->lowest_disabled_stage)
3540 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
3543 texture_activate_dimensions(state->textures[sampler], context->gl_info);
H A Ddevice.c2357 WARN("Invalid sampler %u.\n", sampler_idx);
2393 WARN("Invalid sampler %u.\n", sampler_idx);
2555 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) argument
2559 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2563 WARN("Invalid sampler index %u.\n", idx);
2568 device->updateStateBlock->state.vs_sampler[idx] = sampler;
2570 if (sampler)
2571 wined3d_sampler_incref(sampler);
2582 WARN("Invalid sampler inde
3026 wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) argument
3277 wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler) argument
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H A Dstate.c3201 /* The sampler will also activate the correct texture dimensions, so no
3202 * need to do it here if the sampler for this stage is dirty. */
3345 /* The sampler applying function calls us if this changes */
3620 const DWORD sampler = state_id - STATE_SAMPLER(0); local
3621 const struct wined3d_texture *texture = state->textures[sampler];
3630 * The mapped stage is already active because the sampler() function below, which is part of the
3633 if (sampler < MAX_TEXTURES)
3637 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3642 context->lastWasPow2Texture |= 1 << sampler;
3644 context->lastWasPow2Texture &= ~(1 << sampler);
3652 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) function
3655 DWORD sampler = state_id - STATE_SAMPLER(0); local
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H A Dglsl_shader.c435 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
461 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
1106 for (i = 0; i < shader->limits.sampler; ++i)
1141 FIXME("Unsupported Cube shadow sampler.\n");
1146 FIXME("Unsupported 3D shadow sampler.\n");
1151 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1170 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1172 for (i = 0; i < shader->limits.sampler; ++i)
2165 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2276 DWORD sampler, cons
2275 shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle, const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...) argument
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H A Dwined3d_private.h2039 DWORD sampler = device->rev_tex_unit_map[context->active_texture]; local
2040 if (sampler != WINED3D_UNMAPPED_STAGE)
2041 context_invalidate_state(context, STATE_SAMPLER(sampler));
2162 DWORD sampler; member in struct:wined3d_texture
2856 unsigned int sampler; member in struct:wined3d_shader_limits
/vbox/src/VBox/Main/include/
H A DPerformanceImpl.h216 RTTIMERLR sampler; member in struct:PerformanceCollector::Data
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dnvidia_texture_shader.c527 /* The sampler will also activate the correct texture dimensions, so no need to do it here
528 * if the sampler for this stage is dirty
574 DWORD sampler = state - STATE_SAMPLER(0); local
575 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
582 if(sampler >= stateblock->lowest_disabled_stage) return;
583 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
585 nvts_activate_dimensions(sampler, stateblock, context);
H A Dcontext.c159 WARN("Render targets should not be bound to a sampler\n");
160 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
2087 DWORD sampler; local
2131 sampler = This->rev_tex_unit_map[i];
2153 if (sampler != WINED3D_UNMAPPED_STAGE)
2155 if (sampler < MAX_TEXTURES) {
2156 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
2158 Context_MarkStateDirty(context, STATE_SAMPLER(sampler), StateTable);
2164 sampler = This->rev_tex_unit_map[0];
2196 if (sampler !
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H A Dstate.c3068 /* The sampler will also activate the correct texture dimensions, so no need to do it here
3069 * if the sampler for this stage is dirty
3213 /* The sampler applying function calls us if this changes */
3501 const DWORD sampler = state - STATE_SAMPLER(0); local
3502 IWineD3DBaseTexture *texture = stateblock->textures[sampler];
3511 * The mapped stage is already active because the sampler() function below, which is part of the
3514 if(sampler < MAX_TEXTURES) {
3517 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3519 if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
3520 else context->lastWasPow2Texture &= ~(1 << sampler);
3527 static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) function
3529 DWORD sampler = state - STATE_SAMPLER(0); local
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H A Dutils.c1974 FIXME("Unrecognized %u sampler state!\n", state);
3018 DWORD sampler = state - STATE_SAMPLER(0); local
3019 DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
3026 if(sampler >= stateblock->lowest_disabled_stage) return;
3027 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
3029 texture_activate_dimensions(sampler, stateblock, context);
H A Dglsl_shader.c440 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
465 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
1179 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1203 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1221 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1223 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1902 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2014 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2030 fixup = priv->cur_ps_args->color_fixup[sampler];
2033 if (priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2013 shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle, const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...) argument
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H A Ddevice.c1867 int sampler; local
1906 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
1907 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1909 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
1910 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
2922 ERR("Current Sampler overflows sampleState0 array (sampler
5503 DWORD sampler; local
6349 DWORD sampler; local
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H A Dwined3d_private.h2138 DWORD sampler; member in struct:IWineD3DBaseTextureClass
3047 unsigned int sampler; member in struct:SHADER_LIMITS
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dglsl_shader.c457 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
482 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name, mapped_unit);
1201 for (i = 0; i < This->baseShader.limits.sampler; i++) {
1225 FIXME("Unrecognized sampler type: %#x\n", reg_maps->sampler_type[i]);
1243 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1245 for (i = 0; i < This->baseShader.limits.sampler; ++i) {
1949 FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
2061 DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle,
2077 fixup = priv->cur_ps_args->color_fixup[sampler];
2080 if (priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2060 shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins, DWORD sampler, const glsl_sample_function_t *sample_function, DWORD swizzle, const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...) argument
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H A Dwined3d_private.h2173 DWORD sampler; member in struct:IWineD3DBaseTextureClass
3082 unsigned int sampler; member in struct:SHADER_LIMITS
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d9/
H A Ddevice.c2065 DWORD sampler, D3DSAMPLERSTATETYPE state, DWORD *value)
2069 TRACE("iface %p, sampler %u, state %#x, value %p.\n", iface, sampler, state, value);
2072 *value = wined3d_device_get_sampler_state(device->wined3d_device, sampler, state);
2079 DWORD sampler, D3DSAMPLERSTATETYPE state, DWORD value)
2083 TRACE("iface %p, sampler %u, state %#x, value %#x.\n", iface, sampler, state, value);
2086 wined3d_device_set_sampler_state(device->wined3d_device, sampler, state, value);
2064 d3d9_device_GetSamplerState(IDirect3DDevice9Ex *iface, DWORD sampler, D3DSAMPLERSTATETYPE state, DWORD *value) argument
2078 d3d9_device_SetSamplerState(IDirect3DDevice9Ex *iface, DWORD sampler, D3DSAMPLERSTATETYPE state, DWORD value) argument

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