Searched refs:vertexShader (Results 1 - 11 of 11) sorted by relevance

/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dstateblock.c264 states->vertexShader = 1;
319 states->vertexShader = 1;
520 if(This->vertexShader) IWineD3DVertexShader_Release(This->vertexShader);
610 if (This->changed.vertexShader && This->vertexShader != targetStateBlock->vertexShader)
612 TRACE("Updating vertex shader from %p to %p\n", This->vertexShader, targetStateBlock->vertexShader);
614 if (targetStateBlock->vertexShader) IWineD3DVertexShader_AddRe
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H A Ddevice.c277 stride_used = vshader_get_input(This->stateBlock->vertexShader,
431 BOOL vs = stateblock->vertexShader && device->vs_selected_mode != SHADER_NONE;
495 if (((IWineD3DBaseShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.sampler_type[i])
3045 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3047 This->updateStateBlock->vertexShader = pShader;
3048 This->updateStateBlock->changed.vertexShader = TRUE;
3076 *ppShader = This->stateBlock->vertexShader;
3397 ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
H A Dwined3d_private.h2656 DWORD vertexShader : 1; member in struct:SAVEDSTATES
2682 IWineD3DVertexShader *vertexShader; member in struct:IWineD3DStateBlockImpl
3383 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3385 return (stateblock->vertexShader
H A Darb_program_shader.c596 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
4436 IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) This->stateBlock->vertexShader;
4438 TRACE("Using vertex shader %p\n", This->stateBlock->vertexShader);
4498 checkGLcall("glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vertexShader->prgId);");
H A Dglsl_shader.c853 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
4499 IWineD3DVertexShader *vshader = use_vs ? device->stateBlock->vertexShader : NULL;
/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dshaderapi.c407 oldShader = This->updateStateBlock->vertexShader;
415 This->updateStateBlock->vertexShader = pShader;
416 This->updateStateBlock->changed.vertexShader = TRUE;
658 pThis->shader_backend->shader_select(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
663 pThis->shader_backend->shader_load_constants(g_pCurrentContext, !!pThis->updateStateBlock->pixelShader, !!pThis->updateStateBlock->vertexShader);
H A Dwined3d_private.h2691 DWORD vertexShader : 1; member in struct:SAVEDSTATES
2717 IWineD3DVertexShader *vertexShader; member in struct:IWineD3DStateBlockImpl
3424 * stateblock->vertexShader implies a vertex declaration instead of ddraw
3426 return (stateblock->vertexShader
H A Dglsl_shader.c870 IWineD3DBaseShaderImpl* vshader = (IWineD3DBaseShaderImpl*) stateBlock->vertexShader;
4630 IWineD3DVertexShader *vshader = a_use_vs ? device->stateBlock->vertexShader : NULL;
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dstateblock.c265 states->vertexShader = 1;
320 states->vertexShader = 1;
703 if (stateblock->changed.vertexShader && stateblock->state.vertex_shader != src_state->vertex_shader)
1007 if (stateblock->changed.vertexShader)
H A Dwined3d_private.h2485 DWORD vertexShader : 1; member in struct:wined3d_saved_states
3165 * stateblock->vertexShader implies a vertex declaration instead of ddraw
H A Ddevice.c2479 device->updateStateBlock->changed.vertexShader = TRUE;

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