Searched refs:STATE_RENDER (Results 1 - 22 of 22) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstate.c371 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 Dnvidia_texture_shader.c830 { 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 Dati_fragment_shader.c927 {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 Dcontext.c2208 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 Darb_program_shader.c5981 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 Ddevice.c2892 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 Ddrawprim.c882 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
893 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_AMBIENT));
925 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
H A Dwined3d_private.h997 #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))
H A Dswapchain.c263 IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
H A Dutils.c2089 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstate.c470 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 Dnvidia_texture_shader.c893 { 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 Dglsl_shader.c6838 {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 Dati_fragment_shader.c965 {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 Dcontext.c2249 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 Dswapchain.c495 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));
H A Darb_program_shader.c6491 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 Ddevice.c633 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 Dsurface.c1267 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));
H A Dwined3d_private.h1001 #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))
H A Dutils.c2590 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h1018 #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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