/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | state.c | 371 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) { 372 state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context); 1160 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context); 4521 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) { 4522 state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context); 4582 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) { 4583 state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context); 4588 if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) { 4589 state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context); 4596 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMAL [all...] |
H A D | nvidia_texture_shader.c | 830 { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 831 { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE }, 832 { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, 833 { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, 834 { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, 835 { STATE_RENDER(WINED3DRS_FOGTABLEMOD [all...] |
H A D | ati_fragment_shader.c | 927 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE }, 928 {STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, 929 {STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, 930 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, 931 {STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABL [all...] |
H A D | context.c | 2208 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable); 2211 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable); 2214 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable); 2217 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable); 2220 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable); 2223 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable); 2226 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable); 2229 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable); 2234 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable); 2238 Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABL [all...] |
H A D | arb_program_shader.c | 5981 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) { 5987 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context); 5988 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context); 6033 state_texfactor_arbfp(STATE_RENDER(WINED3DRS_TEXTUREFACTOR), stateblock, context); 6034 state_arb_specularenable(STATE_RENDER(WINED3DRS_SPECULARENABLE), stateblock, context); 6092 state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context); 6106 {STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE }, 6236 {STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABL [all...] |
H A D | device.c | 2892 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State)); 4578 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE)); 4581 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK)); 4594 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE)); 4603 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE)); 4604 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1)); 4605 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2)); 4606 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3)); 5789 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE)); 5792 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABL [all...] |
H A D | drawprim.c | 882 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); 893 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT)); 925 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
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H A D | wined3d_private.h | 997 #define STATE_RENDER(a) (a) macro 998 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 1000 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
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H A D | swapchain.c | 263 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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H A D | utils.c | 2089 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | state.c | 470 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP))) 471 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA)); 1243 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART)); 1967 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION)); 4643 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX))) 4644 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX)); 4645 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING))) 4646 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING)); 4653 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE))) 4655 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABL [all...] |
H A D | nvidia_texture_shader.c | 893 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 894 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE }, 895 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, 896 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, 897 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, 898 { STATE_RENDER(WINED3D_RS_FOGTABLEMOD [all...] |
H A D | glsl_shader.c | 6838 {STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE }, 6839 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable }, WINED3D_GL_EXT_NONE }, 6874 {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, 6914 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, 6915 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, 6916 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABL [all...] |
H A D | ati_fragment_shader.c | 965 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE }, 966 {STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE }, 967 {STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE }, 968 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE }, 969 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABL [all...] |
H A D | context.c | 2249 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE)); 2252 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING)); 2255 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE)); 2258 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE)); 2261 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE)); 2264 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE)); 2267 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE)); 2270 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); 2275 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE)); 2279 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABL [all...] |
H A D | swapchain.c | 495 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); 496 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); 497 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); 498 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); 501 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
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H A D | arb_program_shader.c | 6491 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) 6501 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); 6502 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); 6548 state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR)); 6549 state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE)); 6603 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART)); 6615 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE }, 6737 {STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABL [all...] |
H A D | device.c | 633 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); 636 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); 649 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); 666 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); 667 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); 668 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); 669 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); 2327 device_invalidate_state(device, STATE_RENDER(state)); 4623 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE)); 4624 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABL [all...] |
H A D | surface.c | 1267 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE)); 1274 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE)); 1277 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); 1281 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE)); 1399 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE)); 1400 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1)); 1401 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2)); 1402 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3)); 1405 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
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H A D | wined3d_private.h | 1001 #define STATE_RENDER(a) (a) macro 1002 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 1004 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
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H A D | utils.c | 2590 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 1018 #define STATE_RENDER(a) (a) macro 1019 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 1021 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
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