Searched refs:input_signature (Results 1 - 11 of 11) sorted by relevance

/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshader.c447 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
510 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
1535 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1803 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1806 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1807 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
446 shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe, struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size) argument
H A Dglsl_shader.c3815 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3831 semantic_name = input_signature[i].semantic_name;
3832 semantic_idx = input_signature[i].semantic_idx;
3833 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3931 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3977 semantic_name_in = input_signature[i].semantic_name;
3978 semantic_idx_in = input_signature[i].semantic_idx;
3979 set[map[i]] = input_signature[i].mask;
3980 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
4236 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3814 shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) argument
3930 handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out) argument
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H A Dwined3d_private.h3142 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; member in struct:IWineD3DBaseShaderClass
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dshader.c447 struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
510 shader_signature_from_semantic(&input_signature[semantic.reg.reg.idx], &semantic);
1533 reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
1799 if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
1802 shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
1803 shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
446 shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe, struct shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size) argument
H A Dglsl_shader.c3692 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
3708 semantic_name = input_signature[i].semantic_name;
3709 semantic_idx = input_signature[i].semantic_idx;
3710 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
3808 const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
3854 semantic_name_in = input_signature[i].semantic_name;
3855 semantic_idx_in = input_signature[i].semantic_idx;
3856 set[map[i]] = input_signature[i].mask;
3857 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
4113 handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
3691 shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) argument
3807 handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out) argument
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H A Darb_program_shader.c3258 const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
3816 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
4091 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
H A Dwined3d_private.h3107 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; member in struct:IWineD3DBaseShaderClass
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dshader.c503 struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature,
549 shader_signature_from_semantic(&input_signature[semantic->reg.reg.idx[0].offset], semantic);
1689 reg_maps, shader->input_signature, shader->output_signature,
1967 if (!(map & 1) || !shader->input_signature[i].semantic_name)
1971 shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
1972 shader->u.vs.attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
502 shader_get_registers_used(struct wined3d_shader *shader, const struct wined3d_shader_frontend *fe, struct wined3d_shader_reg_maps *reg_maps, struct wined3d_shader_signature_element *input_signature, struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size) argument
H A Dglsl_shader.c4165 const struct wined3d_shader_signature_element *input_signature,
4181 semantic_name = input_signature[i].semantic_name;
4182 semantic_idx = input_signature[i].semantic_idx;
4183 shader_glsl_write_mask_to_str(input_signature[i].mask, reg_mask);
4286 const struct wined3d_shader_signature_element *input_signature,
4324 semantic_name_in = input_signature[i].semantic_name;
4325 semantic_idx_in = input_signature[i].semantic_idx;
4336 || !(mask = input_signature[i].mask & output_signature[j].mask))
4475 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, ps->input_signature,
4563 shader_glsl_input_pack(shader, buffer, shader->input_signature, reg_map
4164 shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_signature_element *input_signature, const struct wined3d_shader_reg_maps *reg_maps, enum vertexprocessing_mode vertexprocessing) argument
4284 handle_ps3_input(struct wined3d_shader_buffer *buffer, const struct wined3d_gl_info *gl_info, const DWORD *map, const struct wined3d_shader_signature_element *input_signature, const struct wined3d_shader_reg_maps *reg_maps_in, const struct wined3d_shader_signature_element *output_signature, const struct wined3d_shader_reg_maps *reg_maps_out) argument
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H A Darb_program_shader.c3512 const struct wined3d_shader_signature_element *sig = shader->input_signature;
4356 shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
4741 ps_input_sig = state->pixel_shader->input_signature;
H A Dwined3d_private.h2926 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; member in struct:wined3d_shader

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