Searched refs:lights (Results 1 - 16 of 16) sorted by relevance

/vbox/src/VBox/Devices/EFI/Firmware/IntelFrameworkModulePkg/Bus/Isa/Ps2KeyboardDxe/
H A DPs2KbdCtrller.c1091 Show keyboard status lights according to
1794 KeyboardError (ConsoleIn, L"Update keyboard status lights error!\n\r");
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstateblock.c662 dst_state->lights[src->glIndex] = NULL;
667 dst_state->lights[realLight->glIndex] = src;
685 dst_state->lights[src->glIndex] = NULL;
1193 /* Set some of the defaults for lights, transforms etc */
H A Ddevice.c1766 /* Apply change via set transform - will reapply to eg. lights this way. */
1770 /* Note lights are real special cases. Although the device caps state only
1787 /* Check the parameter range. Need for speed most wanted sets junk lights
1893 /* opengl-ish and d3d-ish spot lights use too different models
1896 * roughly. However, spot lights are rather rarely used in games
1994 FIXME("Adding default lights has failed dismally\n");
2009 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2030 for (i = 0; i < gl_info->limits.lights; ++i)
2032 if (!device->updateStateBlock->state.lights[i])
2034 device->updateStateBlock->state.lights[
[all...]
H A Dutils.c3643 if (state->lights[i])
3644 settings->light_type |= (state->lights[i]->OriginalParms.type
H A Dwined3d_private.h1402 /* Converted parms to speed up swapping lights */
1622 UINT lights; member in struct:wined3d_gl_limits
2555 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2556 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */ member in struct:wined3d_state
H A Dstate.c3955 /* Reset lights. TODO: Call light apply func */
3956 for (k = 0; k < gl_info->limits.lights; ++k)
3958 if (!(light = state->lights[k]))
4781 const struct wined3d_light_info *lightInfo = state->lights[Index];
4827 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
5709 caps->max_active_lights = gl_info->limits.lights;
H A Ddirectx.c2693 gl_info->limits.lights = gl_max;
2694 TRACE("Light support - max lights %d.\n", gl_max);
H A Dglsl_shader.c6747 caps->max_active_lights = gl_info->limits.lights;
6983 * D3D spot lights are slightly different from GL spot lights.
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c165 LogRel(("shaderlib: buffers=%-2u lights=%-2u textures=%-2u texture_stages=%u\n",
166 gl_info->limits.buffers, gl_info->limits.lights, gl_info->limits.textures, gl_info->limits.texture_stages));
H A Ddirectx.c2021 gl_info->limits.lights = gl_max;
2022 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
H A Dwined3d_private.h1354 /* Converted parms to speed up swapping lights */
1505 UINT lights; member in struct:wined3d_gl_limits
2747 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2748 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Ddrawprim.c789 * Normals are more tricky: Draw white vertices with 3 directional lights, and calculate the
895 for (i = 3; i < context->gl_info->limits.lights; ++i)
H A Ddirectx.c2259 gl_info->limits.lights = gl_max;
2260 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
4830 pCaps->MaxActiveLights = gl_info->limits.lights;
H A Dwined3d_private.h1326 /* Converted parms to speed up swapping lights */
1477 UINT lights; member in struct:wined3d_gl_limits
2712 struct list lightMap[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2713 const struct wined3d_light_info *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/include/
H A Dd3drmobj.h1085 STDMETHOD(GetLights)(THIS_ LPDIRECT3DRMLIGHTARRAY *lights) PURE;
1316 STDMETHOD(GetLights)(THIS_ LPDIRECT3DRMLIGHTARRAY *lights) PURE;
1595 STDMETHOD(GetLights)(THIS_ LPDIRECT3DRMLIGHTARRAY *lights) PURE;
/vbox/src/VBox/Devices/Graphics/shaderlib/wine/include/
H A Dd3drmobj.h1118 STDMETHOD(GetLights)(THIS_ struct IDirect3DRMLightArray **lights) PURE;
1351 STDMETHOD(GetLights)(THIS_ struct IDirect3DRMLightArray **lights) PURE;
1633 STDMETHOD(GetLights)(THIS_ struct IDirect3DRMLightArray **lights) PURE;

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