Searched refs:posFixup (Results 1 - 8 of 8) sorted by relevance

/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c643 pThis->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
644 pThis->posFixup[1] = -1.0f; /* y-inversion */
645 pThis->posFixup[2] = (63.0f / 64.0f) / viewport[2] /* width */;
646 pThis->posFixup[3] = pThis->posFixup[1] * yoffset;
H A Dwined3d_private.h1979 float posFixup[4]; member in struct:IWineD3DDeviceImpl
H A Dglsl_shader.c885 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
1137 shader_addline(buffer, "uniform vec4 posFixup;\n");
4443 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4447 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4448 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4778 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstate.c4545 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4547 device->posFixup[1] = context->render_offscreen ? -1.0f : 1.0f;
4549 device->posFixup[3] = device->posFixup[1] * yoffset;
4699 stateblock->device->posFixup[2] = (63.0f / 64.0f) / stateblock->viewport.Width;
4700 stateblock->device->posFixup[3] = stateblock->device->posFixup[1] * yoffset;
H A Dwined3d_private.h1947 float posFixup[4]; member in struct:IWineD3DDeviceImpl
H A Dglsl_shader.c868 GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &device->posFixup[0]));
1116 shader_addline(buffer, "uniform vec4 posFixup;\n");
4312 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4316 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4317 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4647 entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
H A Darb_program_shader.c559 GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
676 * With vertex shaders we need the posFixup and on some GL implementations 4 helper
677 * immediate values. The posFixup is loaded using program.env for now, so always
2994 /* posFixup.x is always 1.0, so we can savely use it */
2995 shader_addline(buffer, "ADD result.fogcoord, posFixup.x, -posFixup.x;\n");
3001 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
3005 shader_addline(buffer, "MUL TA, posFixup, TMP_OUT.w;\n");
3007 shader_addline(buffer, "MAD TMP_OUT.y, TMP_OUT.y, posFixup
[all...]
H A Ddevice.c7554 device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */

Completed in 1930 milliseconds