Searched refs:shader_select (Results 1 - 9 of 9) sorted by relevance

/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c658 pThis->shader_backend->shader_select(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
H A Dwined3d_private.h769 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS); member in struct:__anon14642
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dati_fragment_shader.c906 * to call shader_select to select a vertex shader if one is applied because the vertex shader state
917 device->shader_backend->shader_select(context, FALSE, use_vshader);
H A Dcontext.c2110 This->shader_backend->shader_select(context, FALSE, FALSE);
H A Dstate.c3641 device->shader_backend->shader_select(context, use_pshader, use_vshader);
4647 device->shader_backend->shader_select(context, usePixelShaderFunction, useVertexShaderFunction);
H A Darb_program_shader.c5990 device->shader_backend->shader_select(context, use_pshader, use_vshader);
6021 * comment above the shader_select call below). If e.g. GLSL is active, the shader_select call will
6047 * Don't call shader_select if the vertex shader is dirty, because it will be called later on by the vertex
6051 device->shader_backend->shader_select(context, use_pshader, use_vshader);
H A Dwined3d_private.h758 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS); member in struct:__anon1975
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dcontext.c2793 device->shader_backend->shader_select(device->shader_priv, context, state);
H A Dwined3d_private.h837 void (*shader_select)(void *shader_priv, const struct wined3d_context *context, member in struct:wined3d_shader_backend_ops

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