Searched refs:shaders (Results 1 - 24 of 24) sorted by relevance

/vbox/src/VBox/Additions/common/crOpenGL/pack/
H A Dpackspu_getshaders.c80 void PACKSPU_APIENTRY packspu_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders) argument
86 if (!shaders) return;
97 crMemcpy(shaders, &pLocal[1], *pLocal*sizeof(GLuint));
/vbox/src/VBox/GuestHost/OpenGL/state_tracker/
H A Dstate_glsl.c35 return !g ? NULL : (CRGLSLShader *) crHashtableSearch(g->glsl.shaders, id);
129 crHashtableDelete(g->glsl.shaders, pShader->id, crStateFreeGLSLShader);
174 ctx->glsl.shaders = crAllocHashtable();
179 if (!ctx->glsl.shaders || !ctx->glsl.programs)
203 crFreeHashtable(ctx->glsl.shaders, crStateFreeGLSLShader);
262 crHashtableWalk(g->glsl.shaders, crStateCheckShaderHWIDCB, &parms);
330 crHashtableAdd(g->glsl.shaders, stateId, pShader);
425 crHashtableDelete(g->glsl.shaders, shader, crStateFreeGLSLShader);
489 crHashtableDelete(g->glsl.shaders, shader, crStateFreeGLSLShader);
1329 pRealShader = (CRGLSLShader *) crHashtableSearch(pCtx->glsl.shaders, ke
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H A Ddump.cpp639 pShad = (CRGLSLShader *)crDmpHashtableSearchByHwid(ctx->glsl.shaders, hwid, crDmpGetHwidShaderCB, &tstKey);
648 pShad = (CRGLSLShader *)crHashtableSearch(ctx->glsl.shaders, id);
728 crDmpStrF(pRec->pDumper, "PROGRAM ctx(%d) id(%d) hwid(%d) status(%d) shaders(%d):", ctx->id, id, hwid, linkStatus, cShaders);
782 pShad = (CRGLSLShader *)crDmpHashtableSearchByHwid(ctx->glsl.shaders, hwid, crDmpGetHwidShaderCB, &tstKey);
791 pShad = (CRGLSLShader *)crHashtableSearch(ctx->glsl.shaders, id);
851 crDmpStrF(pRec->pDumper, "==RECOMPILE PROGRAM ctx(%d) id(%d) hwid(%d) status(%d) shaders(%d)==", ctx->id, id, hwid, linkStatus, cShaders);
H A Dstate_snapshot.c1753 ui32 = crHashtableNumElements(pContext->glsl.shaders);
1756 crHashtableWalk(pContext->glsl.shaders, crStateSaveGLSLShaderCB, pSSM);
2170 SLC_COPYPTR(glsl.shaders);
2556 crHashtableAdd(pContext->glsl.shaders, pShader->id, pShader);
2587 crHashtableAdd(pProgram->currentState.attachedShaders, key, crHashtableSearch(pContext->glsl.shaders, key));
/vbox/src/VBox/GuestHost/OpenGL/include/state/
H A Dcr_glsl.h32 So we have to keep track of shaders statuses right before each program was linked as well as their "current" status.
42 GLuint refCount; /*valid only for shaders in CRGLSLState's hash*/
50 /*Note: active state will hold copies of shaders while current state references shaders in the CRGLSLState hashtable*/
82 CRHashTable *shaders; member in struct:__anon16202
/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/
H A Dserver_getshaders.c74 void SERVER_DISPATCH_APIENTRY crServerDispatchGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) argument
/vbox/include/VBox/
H A DVBoxGL2D.h94 typedef GLvoid (APIENTRY *PFNVBOXVHWA_GET_ATTACHED_SHADERS) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
/vbox/src/VBox/GuestHost/OpenGL/packer/
H A Dpack_shaders.c456 void PACK_APIENTRY crPackGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders, int * writeback) argument
461 (void) shaders;
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c228 list_init(&pContext->pDeviceContext->shaders);
H A Dshader.c295 list_add_head(&device->shaders, &shader->shader_list_entry);
458 /* get_registers_used() is called on every compile on some 1.x shaders,
544 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
651 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
652 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
665 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
709 /* texbem is only valid with < 1.4 pixel shaders */
798 /* Pixel shaders 3.0 don't have usage semantics. */
913 /* Vertex shaders >
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H A Dwined3d_private.h438 * Shader model 3 according to msdn (and for software shaders) */
1677 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1912 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1939 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:IWineD3DDeviceImpl
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dshader.c295 list_add_head(&device->shaders, &shader->shader_list_entry);
458 /* get_registers_used() is called on every compile on some 1.x shaders,
544 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
651 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
652 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
665 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
709 /* texbem is only valid with < 1.4 pixel shaders */
798 /* Pixel shaders 3.0 don't have usage semantics. */
913 /* Vertex shaders >
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H A Dutils.c308 * fixed function and shaders without further conversion once the surface is
365 * shaders if the shader is adjusted. (There's no use for this format in gl's
389 /* This implementation works with the fixed function pipeline and shaders
2392 * so there is no danger in doing this. With vertex shaders we have a
2394 * check for pixel shaders, and the shader has to undo the default gl divide.
2915 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) argument
2919 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3022 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
3098 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
3100 * shaders onl
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H A Dwined3d_private.h427 * Shader model 3 according to msdn (and for software shaders) */
1645 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1880 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1907 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:IWineD3DDeviceImpl
H A Ddevice.c451 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
1954 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
3443 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
6614 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
6972 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
7551 list_init(&device->shaders);
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dshader.c351 list_add_head(&device->shaders, &shader->shader_list_entry);
612 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */
677 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel
678 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */
749 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
794 /* texbem is only valid with < 1.4 pixel shaders */
897 /* Pixel shaders 3.0 don't have usage semantics. */
1012 /* Vertex shaders >= 3.0 use general purpose output registers
1794 /* Set local constants for d3d8 shaders
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H A Dutils.c322 * fixed function and shaders without further conversion once the surface is
379 * shaders if the shader is adjusted. (There's no use for this format in gl's
403 /* This implementation works with the fixed function pipeline and shaders
592 * refused to support formats which can easily be emulated with pixel shaders,
1843 * vertex shaders.
2876 * so there is no danger in doing this. With vertex shaders we have a
2878 * check for pixel shaders, and the shader has to undo the default gl divide.
3427 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) argument
3431 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
3535 * shaders, o
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H A Dwined3d_private.h443 * Shader model 3 according to msdn (and for software shaders) */
1792 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1902 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1927 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:wined3d_device
H A Ddevice.c338 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
1380 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
2924 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
4889 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5317 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5533 list_init(&device->shaders);
/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.12.0/
H A Dglapitable.h707 void (GLAPIENTRYP ShaderBinary)(GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length); /* 664 */
/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.13.0/
H A Dglapitable.h705 void (GLAPIENTRYP ShaderBinary) (GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length); /* 664 */
/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.14.0/
H A Dglapitable.h705 void (GLAPIENTRYP ShaderBinary) (GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length); /* 664 */
/vbox/src/VBox/Devices/Graphics/vmsvga_glext/
H A Dglext.h8244 GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
8250 typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
/vbox/src/VBox/Additions/x11/x11include/MesaLib-8.0.4-GL/GL/
H A Dglext.h7361 GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
7367 typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);

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