/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | state.c | 97 if(isStateDirty(context, STATE_VDECL)) { 371 if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) { 1210 if(isStateDirty(context, STATE_VDECL)) { 1364 if(isStateDirty(context, STATE_VDECL)) { 3071 if(!isStateDirty(context, STATE_SAMPLER(stage))) { 3192 if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL)) 3450 if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) { 3454 if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) { 3474 if(isStateDirty(context, STATE_VDECL) || 3475 isStateDirty(contex [all...] |
H A D | context.c | 1335 if (isStateDirty(context, rep)) return; 1338 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); 1339 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 1340 context->isStateDirty[idx] |= (1 << shift); 2745 if (isStateDirty(context, STATE_VDECL)) 2752 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); 2753 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 2754 context->isStateDirty[idx] &= ~(1 << shift);
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H A D | ati_fragment_shader.c | 894 if(!isStateDirty(context, STATE_PIXELSHADER)) { 916 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { 919 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
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H A D | nvidia_texture_shader.c | 530 if (!isStateDirty(context, STATE_SAMPLER(stage))) 583 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
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H A D | wined3d_private.h | 1097 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 1103 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ member in struct:wined3d_context 2005 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state) function 2007 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 2008 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 2009 return context->isStateDirty[idx] & (1 << shift);
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H A D | arb_program_shader.c | 5425 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) 5461 if (!isStateDirty(context, STATE_PIXELSHADERCONSTANT)) 5981 if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) { 5989 } else if(use_pshader && !isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { 6050 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) { 6053 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) 6071 if(!isStateDirty(context, STATE_PIXELSHADER)) { 6098 if(!isStateDirty(context, STATE_PIXELSHADER)) {
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H A D | device.c | 7624 if(isStateDirty(context, rep)) continue; 7627 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); 7628 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 7629 context->isStateDirty[idx] |= (1 << shift);
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H A D | utils.c | 3027 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | context.c | 1425 if (isStateDirty(context, rep)) return; 1428 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); 1429 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 1430 context->isStateDirty[idx] |= (1 << shift); 2591 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb 2739 if (isStateDirty(context, STATE_FRAMEBUFFER)) return; 2762 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && isStateDirty(context, STATE_FRAMEBUFFER)) 2772 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC)) 2785 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BI [all...] |
H A D | state.c | 99 if (isStateDirty(context, STATE_VDECL)) 470 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP))) 1280 if(isStateDirty(context, STATE_VDECL)) { 1430 if (isStateDirty(context, STATE_VDECL)) 3203 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used) 3324 if (use_vs(state) || isStateDirty(context, STATE_VDECL)) 3591 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage))) 3594 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) 3739 if (!isStateDirty(context, STATE_SAMPLER(i))) 3757 if (!isStateDirty(contex [all...] |
H A D | nvidia_texture_shader.c | 554 if (!isStateDirty(context, STATE_SAMPLER(stage))) 601 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP))) 605 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP))) 623 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
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H A D | wined3d_private.h | 1120 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 1126 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ member in struct:wined3d_context 2030 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) function 2032 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 2033 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 2034 return context->isStateDirty[idx] & (1 << shift);
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H A D | device.c | 5599 if(isStateDirty(context, rep)) continue; 5602 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); 5603 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 5604 context->isStateDirty[idx] |= (1 << shift);
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H A D | ati_fragment_shader.c | 934 if (!isStateDirty(context, STATE_PIXELSHADER))
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H A D | arb_program_shader.c | 6491 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) 6575 if (!isStateDirty(context, STATE_PIXELSHADER)) 6609 if (!isStateDirty(context, STATE_PIXELSHADER))
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H A D | utils.c | 3540 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | wined3d_private.h | 1118 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 1124 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ member in struct:wined3d_context 2040 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state) function 2042 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 2043 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 2044 return context->isStateDirty[idx] & (1 << shift);
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