Searched refs:isStateDirty (Results 1 - 17 of 17) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstate.c97 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 Dcontext.c1335 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);
H A Dati_fragment_shader.c894 if(!isStateDirty(context, STATE_PIXELSHADER)) {
916 if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
919 if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && use_vshader)
H A Dnvidia_texture_shader.c530 if (!isStateDirty(context, STATE_SAMPLER(stage)))
583 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
H A Dwined3d_private.h1097 * 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);
H A Darb_program_shader.c5425 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)) {
H A Ddevice.c7624 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);
H A Dutils.c3027 if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dcontext.c1425 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 Dstate.c99 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 Dnvidia_texture_shader.c554 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)))
H A Dwined3d_private.h1120 * 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);
H A Ddevice.c5599 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);
H A Dati_fragment_shader.c934 if (!isStateDirty(context, STATE_PIXELSHADER))
H A Darb_program_shader.c6491 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
6575 if (!isStateDirty(context, STATE_PIXELSHADER))
6609 if (!isStateDirty(context, STATE_PIXELSHADER))
H A Dutils.c3540 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h1118 * 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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