Searched refs:shader_data (Results 1 - 5 of 5) sorted by relevance
/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | glsl_shader.c | 772 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 [all...] |
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | glsl_shader.c | 755 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 [all...] |
H A D | arb_program_shader.c | 4077 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 [all...] |
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | arb_program_shader.c | 347 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 [all...] |
H A D | glsl_shader.c | 4700 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 [all...] |
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