Searched refs:StateTable (Results 1 - 13 of 13) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dcontext.c1326 * StateTable: Pointer to the state table in use(for state grouping)
1329 static void Context_MarkStateDirty(struct wined3d_context *context, DWORD state, const struct StateEntry *StateTable) argument
1331 DWORD rep = StateTable[state].representative;
1697 if (device->StateTable[state].representative)
1698 Context_MarkStateDirty(ret, state, device->StateTable);
2083 const struct StateEntry *StateTable = This->StateTable; local
2113 Context_MarkStateDirty(context, STATE_VSHADER, StateTable);
2114 Context_MarkStateDirty(context, STATE_PIXELSHADER, StateTable);
2156 Context_MarkStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
2606 context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable, BOOL offscreen) argument
2774 const struct StateEntry *StateTable = device->StateTable; local
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H A Dstate.c3640 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
5765 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, argument
5777 StateTable[i].representative = 0;
5778 StateTable[i].apply = state_undefined;
5823 StateTable[cur[i].state].apply = cur[i].content.apply;
5826 StateTable[cur[i].state].apply = multistate_apply_2;
5838 StateTable[cur[i].state].apply = multistate_apply_3;
5855 if(StateTable[cur[i].state].representative &&
5856 StateTable[cur[i].state].representative != cur[i].content.representative) {
5860 StateTable[cu
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H A Dwined3d_private.h1232 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1861 struct StateEntry StateTable[STATE_HIGHEST + 1]; member in struct:IWineD3DDeviceImpl
2778 const struct StateEntry *statetable = stateblock->device->StateTable;
H A Dati_fragment_shader.c916 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
H A Ddevice.c4111 This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
7596 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
7616 DWORD rep = This->StateTable[state].representative;
H A Darb_program_shader.c5989 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
6050 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstate.c5986 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, argument
5999 StateTable[i].representative = 0;
6000 StateTable[i].apply = state_undefined;
6045 StateTable[cur[i].state].apply = cur[i].content.apply;
6048 StateTable[cur[i].state].apply = multistate_apply_2;
6060 StateTable[cur[i].state].apply = multistate_apply_3;
6077 if (StateTable[cur[i].state].representative
6078 && StateTable[cur[i].state].representative != cur[i].content.representative)
6083 StateTable[cur[i].state].representative = cur[i].content.representative;
6087 prune_invalid_states(StateTable, gl_inf
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H A Ddevice.c3682 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
5553 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5590 DWORD rep = device->StateTable[state].representative;
H A Dwined3d_private.h1296 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1889 struct StateEntry StateTable[STATE_HIGHEST + 1]; member in struct:wined3d_device
H A Dcontext.c1818 ret->state_table = device->StateTable;
/vbox/src/VBox/Devices/Graphics/shaderlib/wine/include/
H A Drpcndr.h481 unsigned char *StateTable; member in struct:_FULL_PTR_XLAT_TABLES::__anon13784
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/include/
H A Drpcndr.h460 unsigned char *StateTable; member in struct:_FULL_PTR_XLAT_TABLES::__anon1149
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h1260 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1893 struct StateEntry StateTable[STATE_HIGHEST + 1]; member in struct:IWineD3DDeviceImpl
2813 const struct StateEntry *statetable = stateblock->device->StateTable;

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