Searched refs:MAX_FRAGMENT_SAMPLERS (Results 1 - 20 of 20) sorted by relevance
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | stateblock.c | 968 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; 1029 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
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H A D | device.c | 496 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 D | wined3d_private.h | 179 #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 */
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H A D | arb_program_shader.c | 455 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];
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H A D | shader.c | 2051 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) 2288 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
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H A D | glsl_shader.c | 429 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];
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H A D | directx.c | 2429 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
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H A D | state.c | 3618 for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | stateblock.c | 1072 if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS; 1137 stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
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H A D | device.c | 383 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 D | wined3d_private.h | 200 #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 */
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H A D | arb_program_shader.c | 525 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];
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H A D | glsl_shader.c | 423 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];
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H A D | shader.c | 2151 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
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H A D | directx.c | 2738 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
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H A D | state.c | 3737 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 190 #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 */
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H A D | shader.c | 2057 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) 2294 for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
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H A D | glsl_shader.c | 446 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];
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H A D | directx.c | 2238 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
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