Searched refs:MAX_COMBINED_SAMPLERS (Results 1 - 10 of 10) sorted by relevance
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | wined3d_private.h | 202 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) macro 1009 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 1011 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1) 1166 DWORD texture_type[MAX_COMBINED_SAMPLERS]; 1950 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS]; 1951 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS]; 1952 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS]; 1953 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS]; 1956 DWORD texUnitMap[MAX_COMBINED_SAMPLERS]; 1957 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS]; [all...] |
H A D | stateblock.c | 275 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; 306 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; 333 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; 437 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 495 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 1361 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
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H A D | device.c | 900 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); 975 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers); 1159 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) 2878 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1; 3836 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 4305 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 5420 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
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H A D | context.c | 1548 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | stateblock.c | 274 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3fff; 305 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; 332 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; 436 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 506 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) 1256 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; i++) {
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H A D | wined3d_private.h | 181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) macro 1005 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 1007 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1) 1950 DWORD texUnitMap[MAX_COMBINED_SAMPLERS]; 1951 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS]; 2641 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ 2649 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ 2737 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS]; 2743 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; 2767 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STAT [all...] |
H A D | device.c | 1678 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) 3399 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1; 4268 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 5266 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) { 5305 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) 7073 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
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H A D | drawprim.c | 741 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 192 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) macro 1026 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 1028 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1) 1985 DWORD texUnitMap[MAX_COMBINED_SAMPLERS]; 1986 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS]; 2676 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ 2684 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ 2772 IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS]; 2778 DWORD samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; 2802 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STAT [all...] |
H A D | shaderapi.c | 255 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
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