Searched refs:WINED3D_UNMAPPED_STAGE (Results 1 - 25 of 25) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dnvidia_texture_shader.c482 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
501 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
581 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
H A Dvolume.c68 if (active_sampler != WINED3D_UNMAPPED_STAGE)
H A Ddevice.c1685 This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1686 This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
3265 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3267 This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
3271 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3273 This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3376 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
3414 if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
5619 if (sampler != WINED3D_UNMAPPED_STAGE)
6373 if (sampler != WINED3D_UNMAPPED_STAGE)
[all...]
H A Dstate.c3033 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3046 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3092 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3198 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3252 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3301 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3542 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
H A Dcontext.c2153 if (sampler != WINED3D_UNMAPPED_STAGE)
2196 if (sampler != WINED3D_UNMAPPED_STAGE)
H A Ddrawprim.c199 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
H A Dati_fragment_shader.c848 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
H A Dglsl_shader.c434 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
459 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
H A Dutils.c3025 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
H A Dwined3d_private.h1673 #define WINED3D_UNMAPPED_STAGE ~0U macro
H A Dsurface.c669 if (active_sampler != WINED3D_UNMAPPED_STAGE)
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dnvidia_texture_shader.c503 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
525 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
619 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
H A Dvolume.c57 if (active_sampler != WINED3D_UNMAPPED_STAGE)
H A Ddevice.c1168 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1169 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
2743 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2744 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2747 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2748 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2855 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2892 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
H A Ddrawprim.c232 if (texture_idx == WINED3D_UNMAPPED_STAGE) continue;
H A Dcontext.c2196 if (sampler != WINED3D_UNMAPPED_STAGE)
2236 if (sampler != WINED3D_UNMAPPED_STAGE)
H A Dstate.c3166 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3179 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3224 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3330 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3385 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3443 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3668 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
H A Dati_fragment_shader.c887 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
H A Dwined3d_private.h1863 #define WINED3D_UNMAPPED_STAGE ~0U macro
2040 if (sampler != WINED3D_UNMAPPED_STAGE)
H A Dglsl_shader.c429 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
455 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
H A Dutils.c3536 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
H A Dsurface.c815 if (active_sampler != WINED3D_UNMAPPED_STAGE)
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c262 pContext->pDeviceContext->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
263 pContext->pDeviceContext->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
H A Dglsl_shader.c451 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.fragment_samplers)
476 if (mapped_unit != WINED3D_UNMAPPED_STAGE && mapped_unit < gl_info->limits.combined_samplers)
H A Dwined3d_private.h1705 #define WINED3D_UNMAPPED_STAGE ~0U macro

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