/vbox/src/VBox/Additions/WINNT/Graphics/Wine/d3d8/ |
H A D | pixelshader.c | 102 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);
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H A D | vertexshader.c | 72 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 [all...] |
H A D | device.c | 1760 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 [all...] |
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d8/ |
H A D | shader.c | 36 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 [all...] |
H A D | device.c | 2152 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 [all...] |
/vbox/src/VBox/Additions/common/crOpenGL/pack/ |
H A D | packspu_getshaders.c | 168 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);
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H A D | packspu_glsl.c | 212 /* 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);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d9/ |
H A D | shader.c | 59 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 [all...] |
H A D | device.c | 2680 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 D | pixelshader.c | 140 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 [all...] |
H A D | vertexshader.c | 140 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 [all...] |
/vbox/src/VBox/Devices/Graphics/ |
H A D | DevVGA-SVGA3d-shared.h | 72 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 [all...] |
/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/ |
H A D | server_getshaders.c | 150 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));
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H A D | server_glsl.c | 29 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 [all...] |
/vbox/src/VBox/HostServices/SharedOpenGL/unpacker/ |
H A D | unpack_shaders.c | 38 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);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | stateblock.c | 201 /* 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 [all...] |
H A D | ati_fragment_shader.c | 60 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 D | shader.c | 46 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 D | pack_shaders.c | 40 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;
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/vbox/src/VBox/GuestHost/OpenGL/state_tracker/ |
H A D | state_glsl.c | 302 /* 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 [all...] |
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | ati_fragment_shader.c | 59 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 D | shader.c | 227 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 D | shader.c | 227 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 D | glsl_shader.c | 2 * 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 D | dlm_pointers.c | 936 int crdlm_pointers_ShaderSource(struct instanceShaderSource *instance, GLuint shader, GLsizei count, const char ** string, const GLint * length) argument
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