Searched refs:STATE_TRANSFORM (Results 1 - 12 of 12) sorted by relevance
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | state.c | 3450 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) { 3701 if (isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= context->gl_info->limits.clipplanes) 3735 UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)); 3743 } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) { 3810 if (!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) 3812 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context); 3877 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) { 3878 transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context); 3886 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) { 3887 transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRI [all...] |
H A D | context.c | 2199 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable); 2254 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable); 2273 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable); 2611 Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
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H A D | wined3d_private.h | 1010 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a)) macro 1011 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255))) 1013 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
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H A D | utils.c | 2102 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
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H A D | device.c | 2303 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | state.c | 3591 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage))) 3816 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes) 3845 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)); 3857 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW))) 3919 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)))) 3920 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))); 3983 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))) 3984 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); 3991 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)))) 3992 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRI [all...] |
H A D | glsl_shader.c | 6886 {STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE }, 6887 {STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE }, 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_TEXTURE [all...] |
H A D | context.c | 2240 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + sampler)); 2295 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))); 2318 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); 2459 context_invalidate_state(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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H A D | wined3d_private.h | 1014 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a)) macro 1015 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) 1017 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
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H A D | utils.c | 2603 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
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H A D | device.c | 1734 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 1031 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a)) macro 1032 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255))) 1034 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
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