Searched refs:blitter (Results 1 - 12 of 12) sorted by relevance
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | device.c | 1179 if (FAILED(hr = device->blitter->alloc_private(device))) 1277 device->blitter->free_private(device); 1381 device->blitter->free_private(device); 4905 device->blitter->free_private(device); 4941 if (FAILED(hr = device->blitter->alloc_private(device))) 4943 ERR("Failed to allocate blitter private data, hr %#x.\n", hr); 4958 device->blitter->free_private(device); 4967 device->blitter->free_private(device); 5562 device->blitter = adapter->blitter; [all...] |
H A D | surface.c | 1561 const struct blit_shader *blitter; local 1563 blitter = wined3d_select_blitter(&device->adapter->gl_info, WINED3D_BLIT_OP_DEPTH_FILL, 1565 if (!blitter) 1567 FIXME("No blitter is capable of performing the requested depth fill operation.\n"); 1571 return blitter->depth_fill(device, surface, rect, depth); 1830 * implement those in the CPU blitter at the moment. */ 2695 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT, 5617 device->blitter->set_shader(device->blit_priv, context, src_surface); 5650 device->blitter->unset_shader(context->gl_info); 5663 const struct blit_shader *blitter; local [all...] |
H A D | swapchain.c | 537 device->blitter->set_shader(device->blit_priv, context2, backbuffer); 579 device->blitter->unset_shader(context->gl_info);
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H A D | directx.c | 3152 adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend); 4005 /* If opengl can't process the format natively, the blitter may be able to convert it */ 4006 if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT, 5480 adapter->blitter = &cpu_blit;
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H A D | wined3d_private.h | 1721 const struct blit_shader *blitter; member in struct:wined3d_adapter 1892 const struct blit_shader *blitter; member in struct:wined3d_device
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | swapchain.c | 299 device->blitter->set_shader((IWineD3DDevice *) device, backbuffer); 340 device->blitter->unset_shader((IWineD3DDevice *) device);
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H A D | surface.c | 2462 blit_supported = device->blitter->blit_supported(&device->adapter->gl_info, BLIT_OP_BLIT, 4055 if (!myDevice->blitter->blit_supported(&myDevice->adapter->gl_info, BLIT_OP_BLIT, 4063 myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src); 4101 myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice); 4978 device->blitter->set_shader((IWineD3DDevice *) device, This); 4984 device->blitter->set_shader((IWineD3DDevice *) device, This);
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H A D | device.c | 1734 hr = This->blitter->alloc_private(iface); 1812 This->blitter->free_private(iface); 1955 This->blitter->free_private(iface); 6631 This->blitter->free_private(iface); 6706 hr = This->blitter->alloc_private(iface); 6709 ERR("Failed to allocate blitter private data, hr %#x.\n", hr); 7605 device->blitter = adapter->blitter;
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H A D | wined3d_private.h | 1561 const struct blit_shader *blitter; member in struct:wined3d_adapter 1865 const struct blit_shader *blitter; member in struct:IWineD3DDeviceImpl
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H A D | directx.c | 2647 adapter->blitter = select_blit_implementation(adapter); 3923 /* If opengl can't process the format natively, the blitter may be able to convert it */ 3924 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | directx.c | 2507 adapter->blitter = select_blit_implementation(adapter);
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H A D | wined3d_private.h | 1589 const struct blit_shader *blitter; member in struct:wined3d_adapter 1897 const struct blit_shader *blitter; member in struct:IWineD3DDeviceImpl
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