Searched refs:pixelShader (Results 1 - 14 of 14) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstateblock.c263 states->pixelShader = 1;
292 states->pixelShader = 1;
521 if(This->pixelShader) IWineD3DPixelShader_Release(This->pixelShader);
864 if (This->changed.pixelShader && This->pixelShader != targetStateBlock->pixelShader)
866 if (targetStateBlock->pixelShader) IWineD3DPixelShader_AddRef(targetStateBlock->pixelShader);
867 if (This->pixelShader) IWineD3DPixelShader_Releas
[all...]
H A Ddrawprim.c90 BOOL pixelShader = use_ps(This->stateBlock); local
197 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
H A Darb_program_shader.c605 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
3816 sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
4304 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) stateblock->pixelShader;
4380 IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader;
4382 TRACE("Using pixel shader %p\n", This->stateBlock->pixelShader);
4508 checkGLcall("glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, pixelShader->prgId);");
5420 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
5456 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
H A Ddevice.c504 if (((IWineD3DBaseShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.sampler_type[i])
3354 ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
3403 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3456 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3457 This->updateStateBlock->pixelShader = pShader;
3458 This->updateStateBlock->changed.pixelShader = TRUE;
3494 *ppShader = This->stateBlock->pixelShader;
H A Dwined3d_private.h2655 DWORD pixelShader : 1; member in struct:SAVEDSTATES
2726 IWineD3DPixelShader *pixelShader; member in struct:IWineD3DStateBlockImpl
3392 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
H A Dstate.c3486 if (stateblock->pixelShader && stage != 0
3487 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
3652 if (stateblock->pixelShader && stage != 0
3653 && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
H A Dglsl_shader.c874 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
4500 IWineD3DPixelShader *pshader = use_ps ? device->stateBlock->pixelShader : NULL;
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c437 oldShader = This->updateStateBlock->pixelShader;
445 This->updateStateBlock->pixelShader = pShader;
446 This->updateStateBlock->changed.pixelShader = TRUE;
658 pThis->shader_backend->shader_select(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
663 pThis->shader_backend->shader_load_constants(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
H A Dwined3d_private.h2690 DWORD pixelShader : 1; member in struct:SAVEDSTATES
2761 IWineD3DPixelShader *pixelShader; member in struct:IWineD3DStateBlockImpl
3433 return (stateblock->pixelShader && stateblock->device->ps_selected_mode != SHADER_NONE);
H A Dglsl_shader.c891 IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
4631 IWineD3DPixelShader *pshader = a_use_ps ? device->stateBlock->pixelShader : NULL;
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstateblock.c264 states->pixelShader = 1;
293 states->pixelShader = 1;
967 if (stateblock->changed.pixelShader && stateblock->state.pixel_shader != src_state->pixel_shader)
1029 if (stateblock->changed.pixelShader)
H A Ddrawprim.c122 BOOL pixelShader = use_ps(state); local
230 if (!pixelShader && !state->textures[textureNo]) continue;
H A Dwined3d_private.h2484 DWORD pixelShader : 1; member in struct:wined3d_saved_states
H A Ddevice.c2950 device->updateStateBlock->changed.pixelShader = TRUE;

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