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

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Ddevice.c196 IWineD3DVertexDeclarationImpl *declaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
219 if (!This->stateBlock->streamSource[element->input_slot]) continue;
221 stride = This->stateBlock->streamStride[element->input_slot];
222 if (This->stateBlock->streamIsUP)
224 TRACE("Stream %u is UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
226 data = (BYTE *)This->stateBlock->streamSource[element->input_slot];
230 TRACE("Stream %u isn't UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
231 data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot], &buffer_object);
238 if (This->stateBlock->loadBaseVertexIndex < 0)
240 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock
1941 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock; local
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H A Ddrawprim.c88 const UINT *streamOffset = This->stateBlock->streamOffset;
89 long SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex;
90 BOOL pixelShader = use_ps(This->stateBlock);
109 idxData = buffer_get_sysmem((struct wined3d_buffer *) This->stateBlock->pIndexData);
158 if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
159 && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
161 && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
188 int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
197 if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
244 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock
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H A Dglsl_shader.c800 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock; local
809 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
837 IWineD3DStateBlockImpl* stateBlock = device->stateBlock; local
853 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
856 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
860 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
861 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
864 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock
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H A Darb_program_shader.c443 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; local
459 const IWineD3DTextureImpl* const tex = (const IWineD3DTextureImpl*) stateBlock->textures[i];
487 IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; local
498 const float *data = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVMAT00];
508 const float *scale = (const float *)&stateBlock->textureState[texunit][WINED3DTSS_BUMPENVLSCALE];
538 val[0] = stateBlock->pixelShaderConstantI[4 * i];
539 val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
540 val[2] = stateBlock
552 IWineD3DStateBlockImpl* stateBlock; local
591 IWineD3DStateBlockImpl* stateBlock = device->stateBlock; local
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H A Dstateblock.c604 IWineD3DStateBlockImpl *targetStateBlock = This->device->stateBlock;
1047 This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
1050 if (This->device->stateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
1052 This->device->stateBlock->lowest_disabled_stage = i;
1363 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
1373 stateblock_init_lights(stateblock, device->stateBlock->lightMap);
H A Dbuffer.c249 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
475 if (use_vs(device->stateBlock))
482 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
H A Dvolumetexture.c54 srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
H A Dnvidia_texture_shader.c150 IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* For GLINFO_LOCATION */
H A Dstate.c1298 if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2036 if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
2978 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
2980 op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
H A Dcontext.c2755 state_table[rep].apply(rep, device->stateBlock, context);
H A Dutils.c2300 if (This->stateBlock->textures[stage]) return FALSE;
H A Dwined3d_private.h1893 IWineD3DStateBlockImpl *stateBlock; member in struct:IWineD3DDeviceImpl
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Ddevice.c178 const struct wined3d_state *state = &device->stateBlock->state;
328 const struct wined3d_state *state = &device->stateBlock->state;
375 const struct wined3d_state *state = &device->stateBlock->state;
759 && device->updateStateBlock != device->stateBlock)
763 stateblock = device->stateBlock;
764 device->stateBlock = NULL;
1224 stateblock_init_default_state(device->stateBlock);
1350 stateblock_unbind_resources(device->stateBlock);
1550 *offset = device->stateBlock->state.stream_output[idx].offset;
1551 return device->stateBlock
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H A Dstateblock.c695 const struct wined3d_state *src_state = &stateblock->device->stateBlock->state;
1149 stateblock->device->stateBlock->state.lowest_disabled_stage = MAX_TEXTURES - 1;
1152 if (stateblock->device->stateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
1154 stateblock->device->stateBlock->state.lowest_disabled_stage = i;
1442 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
1453 stateblock_init_lights(stateblock, device->stateBlock->state.light_map);
H A Ddrawprim.c120 const struct wined3d_state *state = &device->stateBlock->state;
622 const struct wined3d_state *state = &device->stateBlock->state;
H A Dcontext.c2679 const struct wined3d_state *state = &device->stateBlock->state;
2753 const struct wined3d_state *state = &device->stateBlock->state;
H A Dbuffer.c370 const struct wined3d_state *state = &device->stateBlock->state;
H A Dglsl_shader.c959 if (!device->stateBlock->changed.vertexShaderConstantsF[i])
974 if (!device->stateBlock->changed.pixelShaderConstantsF[i])
998 const struct wined3d_state *state = &shader->device->stateBlock->state;
H A Dwined3d_private.h1914 struct wined3d_stateblock *stateBlock; member in struct:wined3d_device
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c245 pContext->pDeviceContext->stateBlock = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*pContext->pDeviceContext->stateBlock));
246 AssertReturn(pContext->pDeviceContext->stateBlock, VERR_NO_MEMORY);
247 hr = stateblock_init(pContext->pDeviceContext->stateBlock, pContext->pDeviceContext, 0);
249 pContext->pDeviceContext->updateStateBlock = pContext->pDeviceContext->stateBlock;
251 pContext->pDeviceContext->stateBlock->vertexDecl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DVertexDeclarationImpl));
252 AssertReturn(pContext->pDeviceContext->stateBlock->vertexDecl, VERR_NO_MEMORY);
278 IWineD3DStateBlockImpl *This = pContext->pDeviceContext->stateBlock;
H A Dglsl_shader.c817 const IWineD3DStateBlockImpl* stateBlock = (const IWineD3DStateBlockImpl*) deviceImpl->stateBlock; local
826 const IWineD3DBaseTextureImpl* const tex = (const IWineD3DBaseTextureImpl*) stateBlock->textures[i];
854 IWineD3DStateBlockImpl* stateBlock = device->stateBlock; local
870 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
873 shader_glsl_load_constantsF(vshader, gl_info, stateBlock->vertexShaderConstantF,
877 shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, stateBlock->vertexShaderConstantI,
878 stateBlock->changed.vertexShaderConstantsI & vshader->baseShader.reg_maps.integer_constants);
881 shader_glsl_load_constantsB(vshader, gl_info, programId, stateBlock
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H A Dwined3d_private.h1925 IWineD3DStateBlockImpl *stateBlock; member in struct:IWineD3DDeviceImpl
/vbox/src/VBox/Devices/Graphics/shaderlib/wine/vbox/
H A DVBoxDbgGl.c286 Assert(ActiveTexUnit < GL_TEXTURE0 + RT_ELEMENTS(pDevice->stateBlock->textures));
290 for (iStage = 0; iStage < RT_ELEMENTS(pDevice->stateBlock->textures); ++iStage)
294 const IWineD3DTextureImpl *pTexture = (IWineD3DTextureImpl*)pDevice->stateBlock->textures[iStage];
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/vbox/
H A DVBoxDbgGl.c286 Assert(ActiveTexUnit < GL_TEXTURE0 + RT_ELEMENTS(pDevice->stateBlock->textures));
290 for (iStage = 0; iStage < RT_ELEMENTS(pDevice->stateBlock->textures); ++iStage)
294 const IWineD3DTextureImpl *pTexture = (IWineD3DTextureImpl*)pDevice->stateBlock->textures[iStage];
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/vbox/
H A DVBoxDbgGl.c295 Assert(gl_info->limits.combined_samplers <= RT_ELEMENTS(pDevice->stateBlock->state.textures));
307 const struct wined3d_texture *pTexture = (const struct wined3d_texture*)pDevice->stateBlock->state.textures[iStage];

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