Searched refs:MAX_FRAGMENT_SAMPLERS (Results 1 - 20 of 20) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstateblock.c968 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1029 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
H A Ddevice.c496 device_preload_texture(stateblock, MAX_FRAGMENT_SAMPLERS + i);
502 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
1906 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
2918 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2967 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3357 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3378 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3391 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
3411 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
4179 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
[all...]
H A Dwined3d_private.h179 #define MAX_FRAGMENT_SAMPLERS 16 macro
181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
565 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
731 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
3252 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
H A Darb_program_shader.c455 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
1279 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1323 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1325 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
3563 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3577 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
4337 args->vertex.samplers[0] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4338 args->vertex.samplers[1] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4339 args->vertex.samplers[2] = dev->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
H A Dshader.c2051 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2288 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
H A Dglsl_shader.c429 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
458 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
803 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
H A Ddirectx.c2429 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
H A Dstate.c3618 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstateblock.c1072 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
1137 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
H A Ddevice.c383 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
389 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2352 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2388 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2836 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2857 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2870 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2889 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3758 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3860 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
[all...]
H A Dwined3d_private.h200 #define MAX_FRAGMENT_SAMPLERS 16 macro
202 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
606 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
805 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
815 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
3048 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
H A Darb_program_shader.c525 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
1400 if(!pshader) sampler_idx += MAX_FRAGMENT_SAMPLERS;
1447 if(sampler_idx >= MAX_FRAGMENT_SAMPLERS)
1449 sampler_idx = priv->cur_vs_args->vertex.samplers[sampler_idx - MAX_FRAGMENT_SAMPLERS];
3846 * at most 8 (MAX_FRAGMENT_SAMPLERS / 2) parameters, which is highly unlikely, since the application had to
3860 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
4621 args->vertex.samplers[0] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 0];
4622 args->vertex.samplers[1] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 1];
4623 args->vertex.samplers[2] = device->texUnitMap[MAX_FRAGMENT_SAMPLERS + 2];
H A Dglsl_shader.c423 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
454 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
747 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
H A Dshader.c2151 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
H A Ddirectx.c2738 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
H A Dstate.c3737 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h190 #define MAX_FRAGMENT_SAMPLERS 16 macro
192 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
576 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
742 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
3293 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
H A Dshader.c2057 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2294 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
H A Dglsl_shader.c446 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
475 DWORD mapped_unit = tex_unit_map[MAX_FRAGMENT_SAMPLERS + i];
820 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
H A Ddirectx.c2238 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);

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