Searched refs:vertex (Results 1 - 16 of 16) sorted by relevance

/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/swrast_setup/
H A Dswrast_setup.h55 /* Helper function to translate a hardware vertex (as understood by
56 * the tnl/t_vertex.c code) to a swrast vertex.
59 _swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest );
/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/vbo/
H A Dvbo_exec.h89 GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current vertex */ member in struct:vbo_exec_context::__anon3751
103 * vertex program below:
129 * mode, etc. These are the attributes as seen by vertex
H A Dvbo_save.h50 * starting on the first vertex and ending at the last. Vertex
57 * the values of the final vertex, and often no fixup of the start of
58 * the vertex list is required.
60 * Eval and other commands that don't fit into these vertex lists are
134 GLfloat vertex[VBO_ATTRIB_MAX*4]; /* current values */ member in struct:vbo_save_context
/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/src/mesa/tnl/
H A Dt_vb_lighttmp.h43 * VB is the vertex buffer
45 * input is the vector of eye or object-space vertex coordinates
58 const GLfloat *vertex = (GLfloat *)input->data; local
89 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstride),STRIDE_F(normal,nstride)) {
116 GLfloat VP[3]; /* unit vector from vertex to light */
127 GLfloat d; /* distance from vertex to light */
129 SUB_3V(VP, light->_Position, vertex);
192 COPY_3V(v, vertex);
247 const GLfloat *vertex = (GLfloat *) input->data; local
273 for (j = 0; j < nr; j++,STRIDE_F(vertex,vstrid
658 const GLfloat *vertex = (GLfloat *) input->data; local
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H A Dt_vertex.h86 /* Copy colors from one vertex to another:
91 /* Extract a named attribute from a hardware vertex. Will have to
95 extern void _tnl_get_attr( GLcontext *ctx, const void *vertex, GLenum attrib,
/vbox/src/VBox/GuestHost/OpenGL/state_tracker/
H A Dstate_evaluators.c115 static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 }; local
124 init_1d_map(ctx, GL_MAP1_VERTEX_3, 3, vertex);
125 init_1d_map(ctx, GL_MAP1_VERTEX_4, 4, vertex);
134 init_2d_map(ctx, GL_MAP2_VERTEX_3, 3, vertex);
135 init_2d_map(ctx, GL_MAP2_VERTEX_4, 4, vertex);
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Darb_program_shader.c2 * Pixel and vertex shaders implementation using ARB_vertex_program
144 shader == WINED3D_SHADER_TYPE_PIXEL ? "pixel" : "vertex", value);
239 } vertex; member in struct:arb_vs_compile_args
289 /* For 3.0 vertex shaders */
291 /* For 2.x and earlier vertex shaders */
390 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
511 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
657 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
678 TRACE("bool/integer vertex shader constants potentially modified, forcing shader reselection.\n");
709 /* Load DirectX 9 float constants for vertex shade
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H A Dwined3d_private.h596 DWORD *constf; /* pixel, vertex */
597 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1298 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1902 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1927 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2640 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
3165 * stateblock->vertexShader implies a vertex declaration instead of ddraw
H A Dstate.c96 * performance reasons. This state reads the decoded vertex declaration,
97 * so if it is dirty don't do anything. The vertex declaration applying
620 FIXME("Clipping not supported with vertex shaders\n");
624 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
982 /* Range fog is only used with per-vertex fog in d3d */
991 /* Otherwise use per-vertex fog in any case */
1059 /* Special handling for fogstart == fogend. In d3d with vertex
1108 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1109 * It can use the Z value of the vertex, or the alpha component of the specular color.
1110 * This depends on the fog vertex, fo
5986 compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) argument
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Darb_program_shader.c2 * Pixel and vertex shaders implementation using ARB_vertex_program
214 } vertex; member in struct:arb_vs_compile_args
264 /* For 3.0 vertex shaders */
266 /* For 2.x and earlier vertex shaders */
312 * ARB_[vertex/fragment]_program helper functions follow
318 * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
434 * Loads the texture dimensions for NP2 fixup into the currently set ARB_[vertex/fragment]_programs.
582 * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
598 /* Load DirectX 9 float constants for vertex shader */
676 * With vertex shader
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H A Dstate.c93 * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
94 * vertex declaration applying function calls this function for updating
555 FIXME("Clipping not supported with vertex shaders\n");
952 /* Otherwise use per-vertex fog in any case */
1037 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1038 * It can use the Z value of the vertex, or the alpha component of the specular color.
1039 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1044 * The Z value is used, with the equation specified, no matter what vertex type.
1047 * Per vertex fo
5765 compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex, const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) argument
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H A Dwined3d_private.h293 /* vertex and pixel shader modes */
556 DWORD *constf; /* pixel, vertex */
557 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1233 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1880 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1907 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2832 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
3383 * stateblock->vertexShader implies a vertex declaration instead of ddraw
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/include/
H A Dd3drmobj.h2256 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE;
2260 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE;
2263 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE;
2265 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE;
2366 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE;
2370 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE;
2373 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE;
2375 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE;
/vbox/src/VBox/Devices/Graphics/shaderlib/wine/include/
H A Dd3drmobj.h2294 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE;
2298 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE;
2301 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE;
2303 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE;
2404 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE;
2408 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE;
2411 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE;
2413 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE;
H A Dd3d.h1057 STDMETHOD(Vertex)(THIS_ void *vertex) PURE;
1179 STDMETHOD(Vertex)(THIS_ void *vertex) PURE;
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dwined3d_private.h304 /* vertex and pixel shader modes */
567 DWORD *constf; /* pixel, vertex */
568 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1261 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1912 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1939 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2867 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
3424 * stateblock->vertexShader implies a vertex declaration instead of ddraw

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