Searched defs:shader (Results 1 - 25 of 42) sorted by relevance

12

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/d3d8/
H A Dpixelshader.c102 HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device, argument
107 shader->ref = 1;
108 shader->lpVtbl = &Direct3DPixelShader8_Vtbl;
109 shader->handle = shader_handle;
113 NULL, &shader->wineD3DPixelShader, (IUnknown *)shader,
118 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
H A Dvertexshader.c72 IDirect3DVertexShader8Impl *shader = parent; local
73 IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
74 HeapFree(GetProcessHeap(), 0, shader); local
141 HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device, argument
166 shader->ref = 1;
167 shader->lpVtbl = &Direct3DVertexShader8_Vtbl;
169 hr = vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
182 NULL /* output signature */, &shader->wineD3DVertexShader,
183 (IUnknown *)shader, &d3d8_vertexshader_wined3d_parent_ops);
187 WARN("Failed to create wined3d vertex shader, h
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H A Ddevice.c1760 const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage)
1768 TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#x.\n",
1769 iface, declaration, byte_code, shader, usage);
1774 ERR("Failed to allocate vertex shader memory.\n");
1775 *shader = 0;
1784 ERR("Failed to allocate vertex shader handle.\n");
1786 *shader = 0;
1795 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
1800 *shader = 0;
1804 TRACE("Created vertex shader
1759 IDirect3DDevice8Impl_CreateVertexShader(IDirect3DDevice8 *iface, const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage) argument
1874 IDirect3DVertexShader8Impl *shader; local
1954 IDirect3DVertexShader8Impl *shader; local
2030 IDirect3DVertexShader8Impl *shader; local
2066 IDirect3DVertexShader8Impl *shader = NULL; local
2145 IDirect3DDevice8Impl_CreatePixelShader(IDirect3DDevice8 *iface, const DWORD *byte_code, DWORD *shader) argument
2201 IDirect3DPixelShader8Impl *shader; local
2262 IDirect3DPixelShader8Impl *shader; local
2325 IDirect3DPixelShader8Impl *shader = NULL; local
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d8/
H A Dshader.c36 struct d3d8_vertex_shader *shader = parent; local
37 d3d8_vertex_declaration_destroy(shader->vertex_declaration);
38 HeapFree(GetProcessHeap(), 0, shader); local
41 void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) argument
43 TRACE("shader %p.\n", shader);
45 if (shader->wined3d_shader)
48 wined3d_shader_decref(shader->wined3d_shader);
53 d3d8_vertexshader_wined3d_object_destroyed(shader);
89 HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struc argument
147 d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) argument
161 d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device, const DWORD *byte_code, DWORD shader_handle) argument
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H A Ddevice.c2152 const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage)
2160 TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#x.\n",
2161 iface, declaration, byte_code, shader, usage);
2166 *shader = 0;
2175 ERR("Failed to allocate vertex shader handle.\n");
2177 *shader = 0;
2186 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2191 *shader = 0;
2195 TRACE("Created vertex shader %p (handle %#x).\n", object, shader_handle);
2196 *shader
2151 d3d8_device_CreateVertexShader(IDirect3DDevice8 *iface, const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage) argument
2266 d3d8_device_SetVertexShader(IDirect3DDevice8 *iface, DWORD shader) argument
2305 d3d8_device_GetVertexShader(IDirect3DDevice8 *iface, DWORD *shader) argument
2330 d3d8_device_DeleteVertexShader(IDirect3DDevice8 *iface, DWORD shader) argument
2403 d3d8_device_GetVertexShaderDeclaration(IDirect3DDevice8 *iface, DWORD shader, void *data, DWORD *data_size) argument
2441 d3d8_device_GetVertexShaderFunction(IDirect3DDevice8 *iface, DWORD shader, void *data, DWORD *data_size) argument
2528 d3d8_device_CreatePixelShader(IDirect3DDevice8 *iface, const DWORD *byte_code, DWORD *shader) argument
2576 d3d8_device_SetPixelShader(IDirect3DDevice8 *iface, DWORD shader) argument
2606 d3d8_device_GetPixelShader(IDirect3DDevice8 *iface, DWORD *shader) argument
2634 d3d8_device_DeletePixelShader(IDirect3DDevice8 *iface, DWORD shader) argument
2692 d3d8_device_GetPixelShaderFunction(IDirect3DDevice8 *iface, DWORD shader, void *data, DWORD *data_size) argument
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/vbox/src/VBox/Additions/common/crOpenGL/pack/
H A Dpackspu_getshaders.c168 void PACKSPU_APIENTRY packspu_GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, char * infoLog) argument
179 crPackGetShaderInfoLog(shader, bufSize, pLocal, NULL, &writeback);
189 void PACKSPU_APIENTRY packspu_GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, char * source) argument
200 crPackGetShaderSource(shader, bufSize, pLocal, NULL, &writeback);
H A Dpackspu_glsl.c212 /* we do not track shader creation inside guest since it is not needed currently.
255 void PACKSPU_APIENTRY packspu_CompileShader(GLuint shader) argument
261 // crStateCompileShader(shader);
262 crPackCompileShader(shader);
265 pack_spu.self.GetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compileStatus);
271 crRecDumpShader(&pack_spu.Recorder, ctx, shader, shader);
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d9/
H A Dshader.c59 struct d3d9_vertexshader *shader = impl_from_IDirect3DVertexShader9(iface); local
60 ULONG refcount = InterlockedIncrement(&shader->refcount);
66 IDirect3DDevice9Ex_AddRef(shader->parent_device);
68 wined3d_shader_incref(shader->wined3d_shader);
77 struct d3d9_vertexshader *shader = impl_from_IDirect3DVertexShader9(iface); local
78 ULONG refcount = InterlockedDecrement(&shader->refcount);
84 IDirect3DDevice9Ex *device = shader->parent_device;
87 wined3d_shader_decref(shader->wined3d_shader);
99 struct d3d9_vertexshader *shader = impl_from_IDirect3DVertexShader9(iface); local
103 *device = (IDirect3DDevice9 *)shader
113 struct d3d9_vertexshader *shader = impl_from_IDirect3DVertexShader9(iface); local
146 vertexshader_init(struct d3d9_vertexshader *shader, struct d3d9_device *device, const DWORD *byte_code) argument
203 struct d3d9_pixelshader *shader = impl_from_IDirect3DPixelShader9(iface); local
221 struct d3d9_pixelshader *shader = impl_from_IDirect3DPixelShader9(iface); local
243 struct d3d9_pixelshader *shader = impl_from_IDirect3DPixelShader9(iface); local
257 struct d3d9_pixelshader *shader = impl_from_IDirect3DPixelShader9(iface); local
290 pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *device, const DWORD *byte_code) argument
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H A Ddevice.c2680 const DWORD *byte_code, IDirect3DVertexShader9 **shader)
2686 TRACE("iface %p, byte_code %p, shader %p.\n", iface, byte_code, shader);
2695 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
2700 TRACE("Created vertex shader %p.\n", object);
2701 *shader = &object->IDirect3DVertexShader9_iface;
2706 static HRESULT WINAPI d3d9_device_SetVertexShader(IDirect3DDevice9Ex *iface, IDirect3DVertexShader9 *shader) argument
2709 struct d3d9_vertexshader *shader_obj = unsafe_impl_from_IDirect3DVertexShader9(shader);
2711 TRACE("iface %p, shader %p.\n", iface, shader);
2679 d3d9_device_CreateVertexShader(IDirect3DDevice9Ex *iface, const DWORD *byte_code, IDirect3DVertexShader9 **shader) argument
2721 d3d9_device_GetVertexShader(IDirect3DDevice9Ex *iface, IDirect3DVertexShader9 **shader) argument
2975 d3d9_device_CreatePixelShader(IDirect3DDevice9Ex *iface, const DWORD *byte_code, IDirect3DPixelShader9 **shader) argument
3005 d3d9_device_SetPixelShader(IDirect3DDevice9Ex *iface, IDirect3DPixelShader9 *shader) argument
3020 d3d9_device_GetPixelShader(IDirect3DDevice9Ex *iface, IDirect3DPixelShader9 **shader) argument
[all...]
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/d3d9/
H A Dpixelshader.c140 HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code) argument
144 shader->ref = 1;
145 shader->lpVtbl = &Direct3DPixelShader9_Vtbl;
149 NULL, &shader->wineD3DPixelShader, (IUnknown *)shader,
154 WARN("Failed to created wined3d pixel shader, hr %#x.\n", hr);
158 shader->parentDevice = (IDirect3DDevice9Ex *)device;
159 IDirect3DDevice9Ex_AddRef(shader->parentDevice);
166 IDirect3DPixelShader9Impl *shader = (IDirect3DPixelShader9Impl *)pShader; local
168 TRACE("iface %p, shader
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H A Dvertexshader.c140 HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code) argument
144 shader->ref = 1;
145 shader->lpVtbl = &Direct3DVertexShader9_Vtbl;
149 NULL /* output signature */, &shader->wineD3DVertexShader,
150 (IUnknown *)shader, &d3d9_vertexshader_wined3d_parent_ops);
154 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
158 shader->parentDevice = (IDirect3DDevice9Ex *)device;
159 IDirect3DDevice9Ex_AddRef(shader->parentDevice);
168 TRACE("iface %p, shader %p.\n", iface, pShader);
183 TRACE("iface %p, shader
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/vbox/src/VBox/Devices/Graphics/
H A DDevVGA-SVGA3d-shared.h72 VMSVGA3DSHADER shader; local
83 /* Fetch a copy of the shader struct. */
84 rc = SSMR3GetStructEx(pSSM, &shader, sizeof(shader), 0, g_aVMSVGA3DSHADERFields, NULL);
87 pData = (uint32_t *)RTMemAlloc(shader.cbData);
90 rc = SSMR3GetMem(pSSM, pData, shader.cbData);
93 rc = vmsvga3dShaderDefine(pThis, cid, shid, shader.type, shader.cbData, pData);
103 VMSVGA3DSHADER shader; local
114 /* Fetch a copy of the shader struc
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/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/
H A Dserver_getshaders.c150 void SERVER_DISPATCH_APIENTRY crServerDispatchGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog) argument
162 cr_server.head_spu->dispatch_table.GetShaderInfoLog(crStateGetShaderHWID(shader), bufSize, pLocal, (char*)&pLocal[1]);
185 void SERVER_DISPATCH_APIENTRY crServerDispatchGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, char *source) argument
197 cr_server.head_spu->dispatch_table.GetShaderSource(crStateGetShaderHWID(shader), bufSize, pLocal, (char*)&pLocal[1]);
314 GLboolean SERVER_DISPATCH_APIENTRY crServerDispatchIsShader(GLuint shader) argument
317 retval = cr_server.head_spu->dispatch_table.IsShader(crStateGetShaderHWID(shader));
H A Dserver_glsl.c29 void SERVER_DISPATCH_APIENTRY crServerDispatchShaderSource(GLuint shader, GLsizei count, const char ** string, const GLint * length) argument
31 /*@todo?crStateShaderSource(shader...);*/
35 cr_server.head_spu->dispatch_table.ShaderSource(crStateGetShaderHWID(shader), count, string, length);
40 CR_SERVER_DUMP_SHADER_SOURCE(shader);
43 void SERVER_DISPATCH_APIENTRY crServerDispatchCompileShader(GLuint shader) argument
48 crStateCompileShader(shader);
49 cr_server.head_spu->dispatch_table.CompileShader(crStateGetShaderHWID(shader));
51 cr_server.head_spu->dispatch_table.GetShaderiv(crStateGetShaderHWID(shader), GL_COMPILE_STATUS, &iCompileStatus);
54 CR_SERVER_DUMP_COMPILE_SHADER(shader);
57 void SERVER_DISPATCH_APIENTRY crServerDispatchDeleteShader(GLuint shader) argument
67 crServerDispatchAttachShader(GLuint program, GLuint shader) argument
73 crServerDispatchDetachShader(GLuint program, GLuint shader) argument
160 crServerDispatchGetShaderiv( GLuint shader, GLenum pname, GLint * params ) argument
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/vbox/src/VBox/HostServices/SharedOpenGL/unpacker/
H A Dunpack_shaders.c38 GLuint shader = READ_DATA(8, GLuint); local
78 // cr_unpackDispatch.ShaderSource(shader, count, ppStrings, length ? length : pLocalLength);
79 cr_unpackDispatch.ShaderSource(shader, 1, (const char**)ppStrings, 0);
294 GLuint shader = READ_DATA(8, GLuint); local
298 cr_unpackDispatch.GetShaderInfoLog(shader, bufSize, NULL, NULL);
303 GLuint shader = READ_DATA(8, GLuint); local
307 cr_unpackDispatch.GetShaderSource(shader, bufSize, NULL, NULL);
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstateblock.c201 /* Allocates the correct amount of space for pixel and vertex shader constants,
486 struct wined3d_shader *shader; local
528 if ((shader = state->vertex_shader))
531 wined3d_shader_decref(shader);
552 if ((shader = state->geometry_shader))
555 wined3d_shader_decref(shader);
576 if ((shader = state->pixel_shader))
579 wined3d_shader_decref(shader);
705 TRACE("Updating vertex shader from %p to %p\n",
715 /* Vertex shader floa
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H A Dati_fragment_shader.c60 GLuint shader; member in struct:atifs_ffp_desc
400 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
697 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
875 new_desc->shader = gen_ati_shader(settings.op, gl_info);
877 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
882 * used by this shader
894 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
921 * shader(it is free). This might potentially reduce precision. However, if the hardware does
942 * provide a state handler to call shader_select to select a vertex shader
943 * if one is applied because the vertex shader stat
[all...]
H A Dshader.c46 static void shader_chache_put(PVBOXEXT_HASHCACHE pCache, struct wined3d_shader *shader);
269 ERR("Failed to allocate shader buffer memory.\n");
297 ERR("The buffer allocated for the shader program string is too small at %d bytes.\n", buffer->buffer_size);
343 static void shader_init(struct wined3d_shader *shader, struct wined3d_device *device, argument
346 shader->ref = 1;
347 shader->device = device;
348 shader->parent = parent;
349 shader->parent_ops = parent_ops;
350 list_init(&shader->linked_programs);
351 list_add_head(&device->shaders, &shader
393 shader_record_register_usage(struct wined3d_shader *shader, struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_shader_register *reg, enum wined3d_shader_type shader_type) argument
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
1246 shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) argument
1503 shader_cleanup(struct wined3d_shader *shader) argument
1534 shader_none_destroy(struct wined3d_shader *shader) argument
1650 shader_set_function(struct wined3d_shader *shader, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, DWORD float_const_count, enum wined3d_shader_type type, unsigned int max_version) argument
1733 wined3d_shader_incref(struct wined3d_shader *shader) argument
1743 wined3d_shader_decref(struct wined3d_shader *shader) argument
1763 wined3d_shader_get_parent(const struct wined3d_shader *shader) argument
1770 wined3d_shader_get_byte_code(const struct wined3d_shader *shader, void *byte_code, UINT *byte_code_size) argument
1795 wined3d_shader_set_local_constants_float(struct wined3d_shader *shader, UINT start_idx, const float *src_data, UINT count) argument
1832 find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct vs_compile_args *args) argument
1856 vshader_get_input(const struct wined3d_shader *shader, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) argument
1876 vertexshader_set_limits(struct wined3d_shader *shader) argument
1942 vertexshader_init(struct wined3d_shader *shader, struct wined3d_device *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version) argument
1993 geometryshader_set_limits(struct wined3d_shader *shader) argument
2017 geometryshader_init(struct wined3d_shader *shader, struct wined3d_device *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version) argument
2040 find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct ps_compile_args *args) argument
2216 pixelshader_set_limits(struct wined3d_shader *shader) argument
2289 pixelshader_init(struct wined3d_shader *shader, struct wined3d_device *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops, unsigned int max_version) argument
2357 pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) argument
2387 wined3d_shader_create_gs(struct wined3d_device *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version) argument
2415 wined3d_shader_create_ps(struct wined3d_device *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version) argument
2447 wined3d_shader_create_vs(struct wined3d_device *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader, unsigned int max_version) argument
2481 shader_reinit(struct wined3d_shader *shader, struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops) argument
2504 struct wined3d_shader * shader = (struct wined3d_shader *)pvKey; local
2551 struct wined3d_shader *shader = VBOX_SHADER_FROM_CACHE_ENTRY(pEntry); local
2555 HeapFree(GetProcessHeap(), 0, shader); local
2568 shader_chache_put(PVBOXEXT_HASHCACHE pCache, struct wined3d_shader *shader) argument
2579 shader_chache_get(PVBOXEXT_HASHCACHE pCache, struct wined3d_shader *shader) argument
2593 HeapFree(GetProcessHeap(), 0, shader); local
[all...]
/vbox/src/VBox/GuestHost/OpenGL/packer/
H A Dpack_shaders.c40 void PACK_APIENTRY crPackShaderSource(GLuint shader, GLsizei count, const char **string, const GLint *length) argument
45 int packet_length = sizeof(int)+sizeof(GLenum)+sizeof(shader)+sizeof(count)+sizeof(GLint)+count*sizeof(*pLocalLength);
67 WRITE_DATA_AI(GLuint, shader);
526 void PACK_APIENTRY crPackGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei * length, char * infoLog, int * writeback) argument
535 WRITE_DATA(8, GLuint, shader);
544 void PACK_APIENTRY crPackGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei * length, char * source, int * writeback) argument
553 WRITE_DATA(8, GLuint, shader);
646 void PACK_APIENTRY crPackShaderSourceSWAP(GLuint shader, GLsizei count, const char **string, const GLint *length) argument
649 (void)shader;
/vbox/src/VBox/GuestHost/OpenGL/state_tracker/
H A Dstate_glsl.c302 /* the proogram and shader names must not intersect because DeleteObjectARB must distinguish between them
304 * this is why use programs table for shader keys allocation */
394 DECLEXPORT(void) STATE_APIENTRY crStateCompileShader(GLuint shader) argument
396 CRGLSLShader *pShader = crStateGetShaderObj(shader);
399 crWarning("Unknown shader %d", shader);
411 DECLEXPORT(void) STATE_APIENTRY crStateDeleteShader(GLuint shader) argument
413 CRGLSLShader *pShader = crStateGetShaderObj(shader);
416 crWarning("Unknown shader %d", shader);
433 crStateAttachShader(GLuint program, GLuint shader) argument
463 crStateDetachShader(GLuint program, GLuint shader) argument
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dati_fragment_shader.c59 GLuint shader; member in struct:atifs_ffp_desc
403 ERR("Failed to generate a GL_ATI_fragment_shader shader id\n");
676 /* Those are handled in the first pass of the shader(generation pass 1 and 2) already */
837 new_desc->shader = gen_ati_shader(settings.op, context->gl_info);
839 TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
844 * used by this shader
856 GL_EXTCALL(glBindFragmentShaderATI(desc->shader));
881 * shader(it is free). This might potentially reduce precision. However, if the hardware does
906 * to call shader_select to select a vertex shader if one is applied because the vertex shader stat
[all...]
H A Dshader.c227 ERR("Failed to allocate shader buffer memory.\n");
249 ERR("The buffer allocated for the shader program string "
287 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device, argument
290 shader->ref = 1;
291 shader->device = (IWineD3DDevice *)device;
292 shader->parent = parent;
293 shader->parent_ops = parent_ops;
294 list_init(&shader->linked_programs);
295 list_add_head(&device->shaders, &shader->shader_list_entry);
337 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struc argument
450 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; local
1098 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; local
1398 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; local
1471 shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent) argument
1478 shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size) argument
1499 shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, DWORD float_const_count) argument
1566 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; local
1580 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; local
1619 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface; local
1659 find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) argument
1680 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; local
1698 vertexshader_set_limits(IWineD3DVertexShaderImpl *shader) argument
1772 vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
1871 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; local
1881 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; local
1890 HeapFree(GetProcessHeap(), 0, shader); local
1924 geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
1968 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; local
1978 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; local
2025 find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) argument
2125 pixelshader_set_limits(IWineD3DPixelShaderImpl *shader) argument
2213 pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
2328 shader_reinit(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
[all...]
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshader.c227 ERR("Failed to allocate shader buffer memory.\n");
249 ERR("The buffer allocated for the shader program string "
287 static void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device, argument
290 shader->ref = 1;
291 shader->device = (IWineD3DDevice *)device;
292 shader->parent = parent;
293 shader->parent_ops = parent_ops;
294 list_init(&shader->linked_programs);
295 list_add_head(&device->shaders, &shader->shader_list_entry);
337 static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struc argument
450 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; local
1098 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; local
1400 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)iface; local
1473 shader_get_parent(IWineD3DBaseShaderImpl *shader, IUnknown **parent) argument
1480 shader_get_function(IWineD3DBaseShaderImpl *shader, void *data, UINT *data_size) argument
1501 shader_set_function(IWineD3DBaseShaderImpl *shader, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, DWORD float_const_count) argument
1568 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; local
1582 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; local
1623 IWineD3DVertexShaderImpl *shader =(IWineD3DVertexShaderImpl *)iface; local
1663 find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) argument
1684 IWineD3DVertexShaderImpl *shader = (IWineD3DVertexShaderImpl *)iface; local
1702 vertexshader_set_limits(IWineD3DVertexShaderImpl *shader) argument
1776 vertexshader_init(IWineD3DVertexShaderImpl *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
1875 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; local
1885 struct wined3d_geometryshader *shader = (struct wined3d_geometryshader *)iface; local
1894 HeapFree(GetProcessHeap(), 0, shader); local
1928 geometryshader_init(struct wined3d_geometryshader *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
1972 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; local
1982 IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)iface; local
2031 find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) argument
2131 pixelshader_set_limits(IWineD3DPixelShaderImpl *shader) argument
2219 pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device, const DWORD *byte_code, const struct wined3d_shader_signature *output_signature, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
2334 shader_reinit(struct IWineD3DBaseShaderClass *shader, IWineD3DDeviceImpl *device, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) argument
[all...]
H A Dglsl_shader.c2 * GLSL pixel and vertex shader implementation
34 * D3D shader asm has swizzles on source parameters, and write masks for
103 /* GLSL shader private data */
262 "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
263 "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
264 "Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
265 "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
266 "Fragment shader(s) linked, vertex shader(
318 shader_glsl_dump_shader_source(const struct wined3d_gl_info *gl_info, GLhandleARB shader) argument
770 get_fixup_info(const IWineD3DPixelShaderImpl *shader, UINT inp2fixup_info) argument
2984 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3048 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3066 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3171 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3495 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3531 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3556 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3575 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3607 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
3642 IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader; local
4265 hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const struct wined3d_gl_info *gl_info, GLhandleARB programId, char prefix) argument
4471 find_glsl_pshader(const struct wined3d_context *context, struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args, UINT *inp2fixup_info ) argument
4553 find_glsl_vshader(const struct wined3d_context *context, struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args) argument
[all...]
/vbox/src/VBox/HostServices/SharedOpenGL/dlm/
H A Ddlm_pointers.c936 int crdlm_pointers_ShaderSource(struct instanceShaderSource *instance, GLuint shader, GLsizei count, const char ** string, const GLint * length) argument

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