Searched refs:posFixup (Results 1 - 8 of 8) sorted by relevance
/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | shaderapi.c | 643 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;
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H A D | wined3d_private.h | 1979 float posFixup[4]; member in struct:IWineD3DDeviceImpl
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H A D | glsl_shader.c | 885 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"));
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | state.c | 4545 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;
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H A D | wined3d_private.h | 1947 float posFixup[4]; member in struct:IWineD3DDeviceImpl
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H A D | glsl_shader.c | 868 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"));
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H A D | arb_program_shader.c | 559 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 D | device.c | 7554 device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
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