Searched refs:texcoords (Results 1 - 12 of 12) sorted by relevance
/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.16.0/ |
H A D | glamor_utils.h | 353 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) \ [all...] |
/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.17.1/ |
H A D | glamor_utils.h | 347 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) \ [all...] |
/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/swrast/ |
H A D | s_context.h | 54 GLuint n, const GLfloat texcoords[][4],
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d9/ |
H A D | vertexdeclaration.c | 87 DWORD texcoords = (fvf & 0xFFFF0000) >> 16; local 176 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | vertexdeclaration.c | 316 DWORD texcoords = (fvf & 0xffff0000) >> 16; local 391 switch ((texcoords >> (idx * 2)) & 0x03)
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H A D | arb_program_shader.c | 368 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[ [all...] |
H A D | utils.c | 3599 settings->texcoords |= 1 << i; 3630 settings->texcoords = 0; 3635 settings->texcoords |= 1 << i;
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H A D | wined3d_private.h | 1829 DWORD texcoords : 8; /* MAX_TEXTURES */ member in struct:wined3d_ffp_vs_settings
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H A D | glsl_shader.c | 1167 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height] 5042 if (settings->texcoords & (1 << i))
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/d3d9/ |
H A D | vertexdeclaration.c | 84 DWORD texcoords = (fvf & 0xFFFF0000) >> 16; local 173 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | arb_program_shader.c | 111 || 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[ [all...] |
H A D | device.c | 1222 DWORD texcoords = (fvf & 0xFFFF0000) >> 16; local 1293 switch ((texcoords >> (idx * 2)) & 0x03)
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