Searched refs:shader_data (Results 1 - 5 of 5) sorted by relevance

/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dglsl_shader.c772 struct glsl_pshader_private *shader_data = shader->baseShader.backend_data; local
782 shader_data = shader->baseShader.backend_data;
784 if (inp2fixup_info >= shader_data->num_gl_shaders)
790 return &shader_data->gl_shaders[inp2fixup_info].np2fixup;
4480 struct glsl_pshader_private *shader_data; local
4486 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4493 shader_data = shader->baseShader.backend_data;
4499 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4500 if(shader_data->gl_shaders[i].context==context
4501 && memcmp(&shader_data
4561 struct glsl_vshader_private *shader_data; local
5023 struct glsl_pshader_private *shader_data; local
5027 HeapFree(GetProcessHeap(), 0, shader_data); local
5042 struct glsl_vshader_private *shader_data; local
5046 HeapFree(GetProcessHeap(), 0, shader_data); local
5083 struct glsl_pshader_private *shader_data = This->baseShader.backend_data; local
5105 struct glsl_vshader_private *shader_data = This->baseShader.backend_data; local
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dglsl_shader.c755 struct glsl_pshader_private *shader_data = shader->baseShader.backend_data; local
765 shader_data = shader->baseShader.backend_data;
767 if (inp2fixup_info >= shader_data->num_gl_shaders)
773 return &shader_data->gl_shaders[inp2fixup_info].np2fixup;
4349 struct glsl_pshader_private *shader_data; local
4355 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4362 shader_data = shader->baseShader.backend_data;
4368 for(i = 0; i < shader_data->num_gl_shaders; i++) {
4369 if(shader_data->gl_shaders[i].context==context
4370 && memcmp(&shader_data
4430 struct glsl_vshader_private *shader_data; local
4892 struct glsl_pshader_private *shader_data; local
4896 HeapFree(GetProcessHeap(), 0, shader_data); local
4911 struct glsl_vshader_private *shader_data; local
4915 HeapFree(GetProcessHeap(), 0, shader_data); local
4952 struct glsl_pshader_private *shader_data = This->baseShader.backend_data; local
4974 struct glsl_vshader_private *shader_data = This->baseShader.backend_data; local
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H A Darb_program_shader.c4077 struct arb_pshader_private *shader_data; local
4086 shader->baseShader.backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4087 shader_data = shader->baseShader.backend_data;
4088 shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
4090 if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
4091 else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
4093 shader_data->has_signature_idx = TRUE;
4094 TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
4097 shader_data->clipplane_emulation = shader_find_free_input_register(&shader->baseShader.reg_maps,
4100 shader_data
4176 struct arb_vshader_private *shader_data; local
4524 struct arb_pshader_private *shader_data = baseShader->baseShader.backend_data; local
4553 HeapFree(GetProcessHeap(), 0, shader_data); local
4558 struct arb_vshader_private *shader_data = baseShader->baseShader.backend_data; local
4587 HeapFree(GetProcessHeap(), 0, shader_data); local
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Darb_program_shader.c347 static BOOL need_rel_addr_const(const struct arb_vshader_private *shader_data, argument
350 if (shader_data->rel_offset) return TRUE;
362 static BOOL need_helper_const(const struct arb_vshader_private *shader_data, argument
365 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) return TRUE;
376 static unsigned int reserved_vs_const(const struct arb_vshader_private *shader_data, argument
382 if (need_helper_const(shader_data, reg_maps, gl_info)) ++ret;
383 if (need_rel_addr_const(shader_data, reg_maps, gl_info)) ++ret;
805 const struct arb_vshader_private *shader_data = shader->backend_data; local
817 max_constantsF -= reserved_vs_const(shader_data, reg_maps, gl_info);
1116 const struct arb_vshader_private *shader_data local
1806 const struct arb_vshader_private *shader_data = shader->backend_data; local
1845 const struct arb_vshader_private *shader_data = shader->backend_data; local
3170 vshader_add_footer(struct shader_arb_ctx_priv *priv_ctx, const struct arb_vshader_private *shader_data, const struct arb_vs_compile_args *args, const struct wined3d_shader_reg_maps *reg_maps, const struct wined3d_gl_info *gl_info, struct wined3d_shader_buffer *buffer) argument
4178 const struct arb_vshader_private *shader_data = shader->backend_data; local
4342 struct arb_pshader_private *shader_data; local
4440 struct arb_vshader_private *shader_data; local
4871 struct arb_pshader_private *shader_data = shader->backend_data; local
4890 HeapFree(GetProcessHeap(), 0, shader_data); local
4895 struct arb_vshader_private *shader_data = shader->backend_data; local
4914 HeapFree(GetProcessHeap(), 0, shader_data); local
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H A Dglsl_shader.c4700 struct glsl_shader_private *shader_data; local
4708 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
4715 shader_data = shader->backend_data;
4716 gl_shaders = shader_data->gl_shaders.ps;
4722 for (i = 0; i < shader_data->num_gl_shaders; ++i)
4733 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
4734 if (shader_data->num_gl_shaders)
4736 new_size = shader_data->shader_array_size + max(1, shader_data
4785 struct glsl_shader_private *shader_data; local
4847 struct glsl_shader_private *shader_data; local
6232 struct glsl_shader_private *shader_data = shader->backend_data; local
6241 HeapFree(GetProcessHeap(), 0, shader_data); local
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