/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | shaderapi.c | 223 pContext->pDeviceContext->shader_backend = &glsl_shader_backend; 236 hr = pContext->pDeviceContext->shader_backend->shader_alloc_private((IWineD3DDevice *)pContext->pDeviceContext); 240 pContext->pDeviceContext->shader_backend->shader_get_caps(&g_adapter.gl_info, &shader_caps); 282 pContext->pDeviceContext->shader_backend->shader_free_private((IWineD3DDevice *)pContext->pDeviceContext); 532 This->shader_backend->shader_update_float_vertex_constants((IWineD3DDevice *)This, start, count); 618 This->shader_backend->shader_update_float_pixel_constants((IWineD3DDevice *)This, start, count); 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);
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H A D | shader.c | 1178 device->shader_backend->shader_handle_instruction(&ins); 1402 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
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H A D | directx.c | 2505 adapter->shader_backend = select_shader_backend(adapter);
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H A D | wined3d_private.h | 1588 const shader_backend_t *shader_backend; member in struct:wined3d_adapter 1889 const shader_backend_t *shader_backend; member in struct:IWineD3DDeviceImpl
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | device.c | 1173 if (FAILED(hr = device->shader_backend->shader_alloc_private(device, 1279 device->shader_backend->shader_free_private(device); 1382 device->shader_backend->shader_free_private(device); 2700 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count); 3172 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count); 4891 device->shader_backend->shader_destroy(shader); 4906 device->shader_backend->shader_free_private(device); 4934 if (FAILED(hr = device->shader_backend->shader_alloc_private(device, 4944 device->shader_backend->shader_free_private(device); 4959 device->shader_backend [all...] |
H A D | arb_program_shader.c | 5753 static void *arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 5761 if (shader_backend == &arb_program_shader_backend) 5797 if (device->shader_backend != &arb_program_shader_backend) 5849 if (device->shader_backend == &arb_program_shader_backend) 5875 if (device->shader_backend == &arb_program_shader_backend) 5913 if(device->shader_backend == &arb_program_shader_backend) { 5918 else if (device->shader_backend == &arb_program_shader_backend) 5949 if(device->shader_backend == &arb_program_shader_backend) { 5954 else if (device->shader_backend == &arb_program_shader_backend) 6493 if (!use_pshader && device->shader_backend [all...] |
H A D | directx.c | 3149 adapter->shader_backend = select_shader_backend(gl_info); 3150 adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend); 3151 adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend); 3152 adapter->blitter = select_blit_implementation(gl_info, adapter->shader_backend); 3154 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps); 4696 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps); 5479 adapter->shader_backend = &none_shader_backend;
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H A D | context.c | 2311 device->shader_backend->shader_disable(device->shader_priv, context); 2793 device->shader_backend->shader_select(device->shader_priv, context, state); 2799 device->shader_backend->shader_load_constants(device->shader_priv,
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H A D | wined3d_private.h | 1255 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 1277 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 1720 const struct wined3d_shader_backend_ops *shader_backend; member in struct:wined3d_adapter 1884 const struct wined3d_shader_backend_ops *shader_backend; member in struct:wined3d_device
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H A D | shader.c | 1291 device->shader_backend->shader_handle_instruction(&ins); 1505 shader->device->shader_backend->shader_destroy(shader);
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H A D | nvidia_texture_shader.c | 753 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument
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H A D | ati_fragment_shader.c | 1161 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument
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H A D | glsl_shader.c | 6762 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 6766 if (shader_backend == &glsl_shader_backend) 7040 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 7044 if (shader_backend == &glsl_shader_backend)
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H A D | utils.c | 1419 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps); 1885 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
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H A D | state.c | 3343 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv)); 3708 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state); 5699 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 5806 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument
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H A D | surface.c | 5907 device->shader_backend->shader_select_depth_blt(device->shader_priv, 5927 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | device.c | 1724 hr = This->shader_backend->shader_alloc_private(iface); 1818 This->shader_backend->shader_free_private(iface); 1957 This->shader_backend->shader_free_private(iface); 3219 This->shader_backend->shader_update_float_vertex_constants(iface, start, count); 3637 This->shader_backend->shader_update_float_pixel_constants(iface, start, count); 6615 This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader); 6633 This->shader_backend->shader_free_private(iface); 6691 hr = This->shader_backend->shader_alloc_private(iface); 6702 This->shader_backend->shader_free_private(iface); 6711 This->shader_backend [all...] |
H A D | arb_program_shader.c | 5282 if(This->shader_backend == &arb_program_shader_backend) { 5320 if(This->shader_backend != &arb_program_shader_backend) { 5371 if(device->shader_backend == &arb_program_shader_backend) { 5392 if(device->shader_backend == &arb_program_shader_backend) { 5429 if(device->shader_backend == &arb_program_shader_backend) { 5433 } else if(device->shader_backend == &arb_program_shader_backend) { 5465 if(device->shader_backend == &arb_program_shader_backend) { 5469 } else if(device->shader_backend == &arb_program_shader_backend) { 5982 if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) { 5990 device->shader_backend [all...] |
H A D | directx.c | 2646 adapter->shader_backend = select_shader_backend(adapter); 3734 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)) 3850 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup) 4869 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
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H A D | shader.c | 1176 device->shader_backend->shader_handle_instruction(&ins); 1400 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
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H A D | context.c | 1723 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device)) 2110 This->shader_backend->shader_select(context, FALSE, FALSE);
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H A D | state.c | 3479 device->shader_backend->shader_load_constants(context, use_ps(stateblock), use_vs(stateblock)); 3585 d3ddevice->shader_backend->shader_load_np2fixup_constants( 3641 device->shader_backend->shader_select(context, use_pshader, use_vshader); 4647 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
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H A D | ati_fragment_shader.c | 917 device->shader_backend->shader_select(context, FALSE, use_vshader);
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H A D | wined3d_private.h | 1560 const shader_backend_t *shader_backend; member in struct:wined3d_adapter 1857 const shader_backend_t *shader_backend; member in struct:IWineD3DDeviceImpl
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H A D | surface.c | 4675 device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, info.tex_type); 4692 device->shader_backend->shader_deselect_depth_blt((IWineD3DDevice *)device);
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