Searched refs:STATE_VSHADER (Results 1 - 11 of 11) sorted by relevance
/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 1042 #define STATE_VSHADER (STATE_VDECL + 1) macro 1043 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER) 1045 #define STATE_VIEWPORT (STATE_VSHADER + 1)
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | wined3d_private.h | 1021 #define STATE_VSHADER (STATE_VDECL + 1) macro 1022 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER) 1024 #define STATE_VIEWPORT (STATE_VSHADER + 1)
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H A D | ati_fragment_shader.c | 916 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
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H A D | state.c | 3640 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { 5062 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE }, 5712 STATE_VSHADER,
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H A D | context.c | 2113 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
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H A D | arb_program_shader.c | 5989 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { 6050 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
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H A D | device.c | 3065 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | wined3d_private.h | 1025 #define STATE_VSHADER (STATE_VDECL + 1) macro 1026 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER) 1028 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
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H A D | state.c | 5197 { STATE_VSHADER, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE }, 5927 STATE_VSHADER,
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H A D | device.c | 2493 device_invalidate_state(device, STATE_VSHADER);
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H A D | glsl_shader.c | 6837 {STATE_VSHADER, {STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
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