Searched refs:MAX_COMBINED_SAMPLERS (Results 1 - 10 of 10) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dwined3d_private.h202 #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];
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H A Dstateblock.c275 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)
H A Ddevice.c900 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)
H A Dcontext.c1548 unsigned int i, count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstateblock.c274 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++) {
H A Dwined3d_private.h181 #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
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H A Ddevice.c1678 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++) {
H A Ddrawprim.c741 for (textureNo = 0; textureNo < MAX_COMBINED_SAMPLERS; ++textureNo) {
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h192 #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
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H A Dshaderapi.c255 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)

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