Searched defs:shaders (Results 1 - 9 of 9) sorted by relevance

/vbox/src/VBox/Additions/common/crOpenGL/pack/
H A Dpackspu_getshaders.c80 void PACKSPU_APIENTRY packspu_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders) argument
86 if (!shaders) return;
97 crMemcpy(shaders, &pLocal[1], *pLocal*sizeof(GLuint));
/vbox/src/VBox/GuestHost/OpenGL/include/state/
H A Dcr_glsl.h32 So we have to keep track of shaders statuses right before each program was linked as well as their "current" status.
42 GLuint refCount; /*valid only for shaders in CRGLSLState's hash*/
50 /*Note: active state will hold copies of shaders while current state references shaders in the CRGLSLState hashtable*/
82 CRHashTable *shaders; member in struct:__anon16202
/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/
H A Dserver_getshaders.c74 void SERVER_DISPATCH_APIENTRY crServerDispatchGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) argument
/vbox/src/VBox/GuestHost/OpenGL/packer/
H A Dpack_shaders.c456 void PACK_APIENTRY crPackGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders, int * writeback) argument
461 (void) shaders;
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dutils.c308 * fixed function and shaders without further conversion once the surface is
365 * shaders if the shader is adjusted. (There's no use for this format in gl's
389 /* This implementation works with the fixed function pipeline and shaders
2392 * so there is no danger in doing this. With vertex shaders we have a
2394 * check for pixel shaders, and the shader has to undo the default gl divide.
2915 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) argument
2919 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3022 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
3098 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
3100 * shaders onl
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H A Dwined3d_private.h427 * Shader model 3 according to msdn (and for software shaders) */
1645 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1880 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1907 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:IWineD3DDeviceImpl
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dutils.c322 * fixed function and shaders without further conversion once the surface is
379 * shaders if the shader is adjusted. (There's no use for this format in gl's
403 /* This implementation works with the fixed function pipeline and shaders
592 * refused to support formats which can easily be emulated with pixel shaders,
1843 * vertex shaders.
2876 * so there is no danger in doing this. With vertex shaders we have a
2878 * check for pixel shaders, and the shader has to undo the default gl divide.
3427 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) argument
3431 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3535 * shaders, o
[all...]
H A Dwined3d_private.h443 * Shader model 3 according to msdn (and for software shaders) */
1792 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1902 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1927 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:wined3d_device
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h438 * Shader model 3 according to msdn (and for software shaders) */
1677 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1912 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1939 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:IWineD3DDeviceImpl

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