/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | sampler.c | 36 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 [all...] |
H A D | nvidia_texture_shader.c | 551 /* 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);
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H A D | stateblock.c | 483 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);
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H A D | context.c | 2145 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)); [all...] |
H A D | utils.c | 2466 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);
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H A D | device.c | 2357 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 [all...] |
H A D | state.c | 3201 /* 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 [all...] |
H A D | glsl_shader.c | 435 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 [all...] |
H A D | wined3d_private.h | 2039 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
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/vbox/src/VBox/Main/include/ |
H A D | PerformanceImpl.h | 216 RTTIMERLR sampler; member in struct:PerformanceCollector::Data
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | nvidia_texture_shader.c | 527 /* 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);
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H A D | context.c | 159 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 ! [all...] |
H A D | state.c | 3068 /* 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 [all...] |
H A D | utils.c | 1974 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);
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H A D | glsl_shader.c | 440 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 [all...] |
H A D | device.c | 1867 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 [all...] |
H A D | wined3d_private.h | 2138 DWORD sampler; member in struct:IWineD3DBaseTextureClass 3047 unsigned int sampler; member in struct:SHADER_LIMITS
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | glsl_shader.c | 457 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 [all...] |
H A D | wined3d_private.h | 2173 DWORD sampler; member in struct:IWineD3DBaseTextureClass 3082 unsigned int sampler; member in struct:SHADER_LIMITS
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d9/ |
H A D | device.c | 2065 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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