/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | stateblock.c | 273 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++) {
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H A D | ati_fragment_shader.c | 330 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++) {
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H A D | arb_program_shader.c | 186 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] [all...] |
H A D | wined3d_private.h | 178 #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]; [all...] |
H A D | directx.c | 2422 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;
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H A D | glsl_shader.c | 118 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++) {
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H A D | state.c | 3204 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);
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H A D | context.c | 2155 if (sampler < MAX_TEXTURES) { 2198 if (sampler < MAX_TEXTURES) {
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H A D | nvidia_texture_shader.c | 683 pCaps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
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H A D | device.c | 3281 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));
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H A D | utils.c | 2855 for(; i < MAX_TEXTURES; i++) {
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | stateblock.c | 274 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)
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H A D | ati_fragment_shader.c | 327 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)
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H A D | arb_program_shader.c | 212 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] [all...] |
H A D | wined3d_private.h | 199 #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 D | glsl_shader.c | 138 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; [all...] |
H A D | utils.c | 3353 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))))
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H A D | directx.c | 2729 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;
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H A D | context.c | 2198 if (sampler < MAX_TEXTURES) 2238 if (sampler < MAX_TEXTURES)
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H A D | nvidia_texture_shader.c | 749 caps->MaxTextureBlendStages = min(MAX_TEXTURES, gl_info->limits.general_combiners);
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H A D | state.c | 3335 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);
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H A D | device.c | 2756 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));
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | directx.c | 2231 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;
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H A D | wined3d_private.h | 189 #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 D | glsl_shader.c | 127 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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