Searched refs:shader_backend (Results 1 - 25 of 25) sorted by relevance

/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c223 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);
H A Dshader.c1178 device->shader_backend->shader_handle_instruction(&ins);
1402 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
H A Ddirectx.c2505 adapter->shader_backend = select_shader_backend(adapter);
H A Dwined3d_private.h1588 const shader_backend_t *shader_backend; member in struct:wined3d_adapter
1889 const shader_backend_t *shader_backend; member in struct:IWineD3DDeviceImpl
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Ddevice.c1173 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 Darb_program_shader.c5753 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 Ddirectx.c3149 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;
H A Dcontext.c2311 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,
H A Dwined3d_private.h1255 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
H A Dshader.c1291 device->shader_backend->shader_handle_instruction(&ins);
1505 shader->device->shader_backend->shader_destroy(shader);
H A Dnvidia_texture_shader.c753 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument
H A Dati_fragment_shader.c1161 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument
H A Dglsl_shader.c6762 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)
H A Dutils.c1419 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
1885 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
H A Dstate.c3343 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
H A Dsurface.c5907 device->shader_backend->shader_select_depth_blt(device->shader_priv,
5927 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Ddevice.c1724 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 Darb_program_shader.c5282 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 Ddirectx.c2646 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);
H A Dshader.c1176 device->shader_backend->shader_handle_instruction(&ins);
1400 ((IWineD3DDeviceImpl *)shader->baseShader.device)->shader_backend->shader_destroy(iface);
H A Dcontext.c1723 if (device->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *)device))
2110 This->shader_backend->shader_select(context, FALSE, FALSE);
H A Dstate.c3479 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);
H A Dati_fragment_shader.c917 device->shader_backend->shader_select(context, FALSE, use_vshader);
H A Dwined3d_private.h1560 const shader_backend_t *shader_backend; member in struct:wined3d_adapter
1857 const shader_backend_t *shader_backend; member in struct:IWineD3DDeviceImpl
H A Dsurface.c4675 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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