Searched refs:texcoords (Results 1 - 12 of 12) sorted by relevance

/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.16.0/
H A Dglamor_utils.h353 texcoords) \
356 texcoords, (vtx)[0], (vtx)[1], \
359 texcoords+2, (vtx)[2], (vtx)[3], \
362 texcoords+4, (vtx)[4], (vtx)[5], \
371 yInverted, texcoords, \
375 texcoords, tx1, ty1, \
378 texcoords + 1 * stride, tx2, ty1, \
381 texcoords + 2 * stride, tx2, ty2, \
384 texcoords + 3 * stride, tx1, ty2, \
393 yInverted, texcoords) \
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/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.17.1/
H A Dglamor_utils.h347 texcoords) \
350 texcoords, (vtx)[0], (vtx)[1]); \
352 texcoords+2, (vtx)[2], (vtx)[3]); \
354 texcoords+4, (vtx)[4], (vtx)[5]); \
362 texcoords, \
366 texcoords, tx1, ty1); \
368 texcoords + 1 * stride, tx2, ty1); \
370 texcoords + 2 * stride, tx2, ty2); \
372 texcoords + 3 * stride, tx1, ty2); \
380 texcoords) \
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/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/swrast/
H A Ds_context.h54 GLuint n, const GLfloat texcoords[][4],
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d9/
H A Dvertexdeclaration.c87 DWORD texcoords = (fvf & 0xFFFF0000) >> 16; local
176 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dvertexdeclaration.c316 DWORD texcoords = (fvf & 0xffff0000) >> 16; local
391 switch ((texcoords >> (idx * 2)) & 0x03)
H A Darb_program_shader.c368 if (gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) return TRUE; /* Have to init texcoords. */
1074 * for where to find the varying. Some may be "0.0", others can be texcoords or
1078 * For now use the texcoords and hope for the best
3506 static const char * const texcoords[8] = local
3521 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3546 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3569 priv->ps_input[i] = texcoords[i];
3844 /* Load constants to fixup NP2 texcoords if there are still free constants left:
4004 static const char * const texcoords[8] = local
4028 priv_ctx->texcrd_output[i] = texcoords[
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H A Dutils.c3599 settings->texcoords |= 1 << i;
3630 settings->texcoords = 0;
3635 settings->texcoords |= 1 << i;
H A Dwined3d_private.h1829 DWORD texcoords : 8; /* MAX_TEXTURES */ member in struct:wined3d_ffp_vs_settings
H A Dglsl_shader.c1167 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
5042 if (settings->texcoords & (1 << i))
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/d3d9/
H A Dvertexdeclaration.c84 DWORD texcoords = (fvf & 0xFFFF0000) >> 16; local
173 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Darb_program_shader.c111 || gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W /* Have to init texcoords. */
943 * for where to find the varying. Some may be "0.0", others can be texcoords or
947 * For now use the texcoords and hope for the best
3252 const char *texcoords[8] = local
3267 * color0 and color1. In the case of pretransformed vertices also load texcoords. Set
3292 if(semantic_idx < 8) priv->ps_input[i] = texcoords[semantic_idx];
3315 priv->ps_input[i] = texcoords[i];
3561 /* Load constants to fixup NP2 texcoords if there are still free constants left:
3733 static const char *texcoords[8] = local
3749 texcoords[
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H A Ddevice.c1222 DWORD texcoords = (fvf & 0xFFFF0000) >> 16; local
1293 switch ((texcoords >> (idx * 2)) & 0x03)

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