/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | nvidia_texture_shader.c | 490 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 597 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 601 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP))) 603 context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); 605 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP))) 607 context_apply_state(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); 623 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) 631 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 788 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE( [all...] |
H A D | ati_fragment_shader.c | 909 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 974 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, 975 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, 976 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, 977 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE }, 978 {STATE_TEXTURESTAGE( [all...] |
H A D | glsl_shader.c | 6888 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6889 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6890 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6891 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6892 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6893 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6894 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6895 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE }, 6897 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE( [all...] |
H A D | state.c | 518 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP)); 562 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP)); 3153 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3215 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3316 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3434 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3592 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); 3610 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3647 STATE_TEXTURESTAGE(device->texUnitMap[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS)); 3757 if (!isStateDirty(context, STATE_TEXTURESTAGE( [all...] |
H A D | arb_program_shader.c | 5901 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 5937 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 6499 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); 6546 set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_BUMPENV_MAT00)); 6616 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6617 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6618 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6619 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6620 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6621 {STATE_TEXTURESTAGE( [all...] |
H A D | device.c | 2733 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i)); 3682 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative 3683 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP)) 3704 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); 3724 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)); 3731 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state)); 3811 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); 3812 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP)); 3825 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP)); 3826 device_invalidate_state(device, STATE_TEXTURESTAGE(stag [all...] |
H A D | wined3d_private.h | 1004 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) macro 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))
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H A D | context.c | 2199 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)); 2241 context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP));
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H A D | utils.c | 2593 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 2594 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0); 2595 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)", 3540 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | nvidia_texture_shader.c | 470 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 583 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return; 590 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 725 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, WINED3D_GL_EXT_NONE }, 726 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, 727 { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, 728 { STATE_TEXTURESTAGE( [all...] |
H A D | ati_fragment_shader.c | 870 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 935 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE }, 936 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, 937 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, 938 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE }, 939 {STATE_TEXTURESTAGE( [all...] |
H A D | state.c | 457 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context); 510 stateblock_apply_state(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context); 3021 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3084 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3186 DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3293 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3451 transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context); 3484 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 3521 transform_texture(STATE_TEXTURESTAGE(stateblock->device->texUnitMap[sampler], 3634 if (!isStateDirty(context, STATE_TEXTURESTAGE( [all...] |
H A D | arb_program_shader.c | 5413 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 5449 DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 5985 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context); 6031 set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context); 6107 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6108 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6109 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6110 {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6111 {STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE }, 6112 {STATE_TEXTURESTAGE( [all...] |
H A D | device.c | 3255 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i)); 4111 This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) { 4129 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)); 4147 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)); 4154 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type)); 4241 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP)); 4242 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP)); 4257 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP)); 4258 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stag [all...] |
H A D | wined3d_private.h | 1000 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) macro 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))
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H A D | context.c | 2156 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable); 2200 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
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H A D | utils.c | 2092 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); 2093 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0); 2094 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)", 3027 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 1021 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) macro 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))
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