Searched refs:MAX_TEXTURES (Results 1 - 25 of 25) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstateblock.c273 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
302 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
329 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
422 for (i = 0; i < MAX_TEXTURES; ++i)
1047 This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1048 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1232 for (i = 0; i < MAX_TEXTURES; i++) {
H A Dati_fragment_shader.c330 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
335 BOOL tex_used[MAX_TEXTURES];
338 for(i = 0; i < MAX_TEXTURES; i++) {
391 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
530 for(stage = 0; stage < MAX_TEXTURES; stage++) {
H A Darb_program_shader.c186 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
187 struct stb_const_desc luminanceconst[MAX_TEXTURES];
1859 if(reg_sampler_code < MAX_TEXTURES) {
1927 if (reg1 < MAX_TEXTURES)
2057 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2102 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2144 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
2186 flags = reg < MAX_TEXTURES ? deviceImpl->stateBlock->textureState[reg][WINED3DTSS_TEXTURETRANSFORMFLAGS] : 0;
5699 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
5700 BOOL bump_used[MAX_TEXTURES]
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H A Dwined3d_private.h178 #define MAX_TEXTURES 8 macro
566 BYTE bumpmat; /* MAX_TEXTURES, 8 */
567 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1001 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1004 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1133 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1134 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1625 struct texture_stage_op op[MAX_TEXTURES];
1886 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1940 UINT dummyTextureName[MAX_TEXTURES];
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H A Ddirectx.c2422 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2451 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2460 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2464 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2465 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2466 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
H A Dglsl_shader.c118 GLint bumpenvmat_location[MAX_TEXTURES];
119 GLint luminancescale_location[MAX_TEXTURES];
120 GLint luminanceoffset_location[MAX_TEXTURES];
891 for(i = 0; i < MAX_TEXTURES; i++) {
4629 for(i = 0; i < MAX_TEXTURES; i++) {
H A Dstate.c3204 coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
3254 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3514 if(sampler < MAX_TEXTURES) {
4660 for(i = 0; i < MAX_TEXTURES; i++) {
5659 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5667 last = STATE_TRANSFORM(WINED3DTS_TEXTURE0 + MAX_TEXTURES - 1);
H A Dcontext.c2155 if (sampler < MAX_TEXTURES) {
2198 if (sampler < MAX_TEXTURES) {
H A Dnvidia_texture_shader.c683 pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
H A Ddevice.c3281 for (i = 0; i < MAX_TEXTURES; ++i) {
3305 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3383 return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
H A Dutils.c2855 for(; i < MAX_TEXTURES; i++) {
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstateblock.c274 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = 0x3ffff;
303 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
330 for (i = 0; i < MAX_TEXTURES; ++i) states->textureState[i] = texture_mask;
423 for (i = 0; i < MAX_TEXTURES; ++i)
1149 stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1150 for (i = 0; i < MAX_TEXTURES - 1; ++i)
1336 for (i = 0; i < MAX_TEXTURES; ++i)
H A Dati_fragment_shader.c327 static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
332 BOOL tex_used[MAX_TEXTURES];
335 for (i = 0; i < MAX_TEXTURES; ++i)
388 static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const struct wined3d_gl_info *gl_info)
531 for (stage = 0; stage < MAX_TEXTURES; ++stage)
H A Darb_program_shader.c212 struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
213 struct stb_const_desc luminanceconst[MAX_TEXTURES];
1978 if (reg_sampler_code < MAX_TEXTURES)
2051 if (reg1 < MAX_TEXTURES)
2176 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2219 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2260 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
2301 flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
6178 BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
6179 BOOL bump_used[MAX_TEXTURES]
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H A Dwined3d_private.h199 #define MAX_TEXTURES 8 macro
607 BYTE bumpmat; /* MAX_TEXTURES, 8 */
608 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1005 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1008 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1158 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1159 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1771 struct texture_stage_op op[MAX_TEXTURES];
1829 DWORD texcoords : 8; /* MAX_TEXTURES */
1833 BYTE texgen[MAX_TEXTURES];
[all...]
H A Dglsl_shader.c138 GLint bumpenv_mat_location[MAX_TEXTURES];
139 GLint bumpenv_lum_scale_location[MAX_TEXTURES];
140 GLint bumpenv_lum_offset_location[MAX_TEXTURES];
839 for (i = 0; i < MAX_TEXTURES; ++i)
885 for (i = 0; i < MAX_TEXTURES; ++i)
5037 for (i = 0; i < MAX_TEXTURES; ++i)
5378 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5444 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5502 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
5641 for (stage = 0; stage < MAX_TEXTURES;
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H A Dutils.c3353 for(; i < MAX_TEXTURES; i++) {
3595 for (i = 0; i < MAX_TEXTURES; ++i)
3598 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
3631 for (i = 0; i < MAX_TEXTURES; ++i)
3634 if (coord_idx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
H A Ddirectx.c2729 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2736 gl_info->limits.texture_coords = min(MAX_TEXTURES, gl_max);
2764 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2773 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2777 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2778 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2779 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
H A Dcontext.c2198 if (sampler < MAX_TEXTURES)
2238 if (sampler < MAX_TEXTURES)
H A Dnvidia_texture_shader.c749 caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
H A Dstate.c3335 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3393 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3633 if (sampler < MAX_TEXTURES)
4725 for (i = 0; i < MAX_TEXTURES; ++i)
5873 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5881 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
H A Ddevice.c2756 for (i = 0; i < MAX_TEXTURES; ++i)
2783 && i < MAX_TEXTURES - 1)
2862 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Ddirectx.c2231 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2260 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2269 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2273 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2274 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2275 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
H A Dwined3d_private.h189 #define MAX_TEXTURES 8 macro
577 BYTE bumpmat; /* MAX_TEXTURES, 8 */
578 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1022 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1025 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1154 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1155 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1657 struct texture_stage_op op[MAX_TEXTURES];
1918 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1972 UINT dummyTextureName[MAX_TEXTURES];
[all...]
H A Dglsl_shader.c127 GLint bumpenvmat_location[MAX_TEXTURES];
128 GLint luminancescale_location[MAX_TEXTURES];
129 GLint luminanceoffset_location[MAX_TEXTURES];
908 for(i = 0; i < MAX_TEXTURES; i++) {
4760 for(i = 0; i < MAX_TEXTURES; i++) {

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