Searched defs:shaders (Results 1 - 9 of 9) sorted by relevance
/vbox/src/VBox/Additions/common/crOpenGL/pack/ |
H A D | packspu_getshaders.c | 80 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));
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/vbox/src/VBox/GuestHost/OpenGL/include/state/ |
H A D | cr_glsl.h | 32 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
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/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/ |
H A D | server_getshaders.c | 74 void SERVER_DISPATCH_APIENTRY crServerDispatchGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) argument
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/vbox/src/VBox/GuestHost/OpenGL/packer/ |
H A D | pack_shaders.c | 456 void PACK_APIENTRY crPackGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders, int * writeback) argument 461 (void) shaders;
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | utils.c | 308 * 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 [all...] |
H A D | wined3d_private.h | 427 * 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
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | utils.c | 322 * 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 D | wined3d_private.h | 443 * 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
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 438 * 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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