/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | arb_program_shader.c | 513 static void shader_arb_load_np2fixup_constants(void *shader_priv, argument 516 const struct shader_arb_priv * priv = shader_priv; 653 static void shader_arb_select(void *shader_priv, const struct wined3d_context *context, 728 static void shader_arb_load_constants(void *shader_priv, const struct wined3d_context *context, argument 734 shader_arb_load_constants_internal(shader_priv, context, state, ps, vs, FALSE); 740 struct shader_arb_priv *priv = device->shader_priv; 753 struct shader_arb_priv *priv = device->shader_priv; 3598 struct arb_pshader_private *shader_priv = shader->backend_data; local 3880 if (shader_priv->clipplane_emulation != ~0U && args->clip) 3882 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv 4590 const struct arb_pshader_private *shader_priv = ps->backend_data; local 4653 shader_arb_select(void *shader_priv, const struct wined3d_context *context, const struct wined3d_state *state) argument 4785 shader_arb_disable(void *shader_priv, const struct wined3d_context *context) argument 4815 shader_arb_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, enum tex_types tex_type, const SIZE *ds_mask_size) argument 4835 shader_arb_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) argument 5038 shader_arb_context_destroyed(void *shader_priv, const struct wined3d_context *context) argument 5698 shader_arb_has_ffp_proj_control(void *shader_priv) argument 5753 arbfp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument [all...] |
H A D | shader.c | 1525 static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, argument 1527 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {} argument 1530 static void shader_none_load_constants(void *shader_priv, const struct wined3d_context *context, argument 1532 static void shader_none_load_np2fixup_constants(void *shader_priv, argument 1535 static void shader_none_context_destroyed(void *shader_priv, const struct wined3d_context *context) {} argument 1538 static void shader_none_select(void *shader_priv, const struct wined3d_context *context, argument 1542 struct shader_none_priv *priv = shader_priv; 1549 static void shader_none_disable(void *shader_priv, const struct wined3d_context *context) argument 1551 struct shader_none_priv *priv = shader_priv; 1590 device->shader_priv 1623 shader_none_has_ffp_proj_control(void *shader_priv) argument [all...] |
H A D | glsl_shader.c | 731 static void shader_glsl_load_np2fixup_constants(void *shader_priv, argument 734 struct shader_glsl_priv *glsl_priv = shader_priv; 779 static void shader_glsl_load_constants(void *shader_priv, const struct wined3d_context *context, argument 783 struct shader_glsl_priv *priv = shader_priv; 953 struct shader_glsl_priv *priv = device->shader_priv; 968 struct shader_glsl_priv *priv = device->shader_priv; 4247 static void shader_glsl_disable(void *shader_priv, const struct wined3d_context *context); 6127 static void shader_glsl_select(void *shader_priv, const struct wined3d_context *context, argument 6131 struct shader_glsl_priv *priv = shader_priv; 6169 static void shader_glsl_disable(void *shader_priv, cons argument 6189 shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info, enum tex_types tex_type, const SIZE *ds_mask_size) argument 6218 shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) argument 6511 shader_glsl_context_destroyed(void *shader_priv, const struct wined3d_context *context) argument 6708 shader_glsl_has_ffp_proj_control(void *shader_priv) argument 6762 glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 7040 glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument [all...] |
H A D | wined3d_private.h | 837 void (*shader_select)(void *shader_priv, const struct wined3d_context *context, 839 void (*shader_disable)(void *shader_priv, const struct wined3d_context *context); 840 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info, 842 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); 845 void (*shader_load_constants)(void *shader_priv, const struct wined3d_context *context, 847 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info, 853 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context); 856 BOOL (*shader_has_ffp_proj_control)(void *shader_priv); 1255 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 1277 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 1885 void *shader_priv; member in struct:wined3d_device [all...] |
H A D | nvidia_texture_shader.c | 753 static void *nvrc_fragment_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 755 return shader_priv;
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H A D | context.c | 2311 device->shader_backend->shader_disable(device->shader_priv, context); 2793 device->shader_backend->shader_select(device->shader_priv, context, state); 2799 device->shader_backend->shader_load_constants(device->shader_priv,
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H A D | state.c | 3343 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv)); 3708 device->shader_backend->shader_load_np2fixup_constants(device->shader_priv, gl_info, state); 5699 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 5701 return shader_priv; 5806 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument 5808 return shader_priv;
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H A D | ati_fragment_shader.c | 1161 static void *atifs_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) argument
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H A D | surface.c | 5907 device->shader_backend->shader_select_depth_blt(device->shader_priv, 5927 device->shader_backend->shader_deselect_depth_blt(device->shader_priv, gl_info);
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H A D | device.c | 1278 if (device->shader_priv)
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | glsl_shader.c | 803 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program; 855 struct shader_glsl_priv *priv = device->shader_priv; 989 struct shader_glsl_priv *priv = This->shader_priv; 1005 struct shader_glsl_priv *priv = This->shader_priv; 4633 struct shader_glsl_priv *priv = device->shader_priv; 4911 struct shader_glsl_priv *priv = device->shader_priv; 4960 struct shader_glsl_priv *priv = This->shader_priv; 4992 struct shader_glsl_priv *priv = This->shader_priv; 5013 struct shader_glsl_priv *priv = device->shader_priv; 5235 This->shader_priv [all...] |
H A D | shaderapi.c | 281 if (pContext->pDeviceContext->shader_priv)
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H A D | wined3d_private.h | 1890 void *shader_priv; member in struct:IWineD3DDeviceImpl
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | glsl_shader.c | 786 const struct glsl_shader_prog_link* prog = ((struct shader_glsl_priv *)(deviceImpl->shader_priv))->glsl_program; 838 struct shader_glsl_priv *priv = device->shader_priv; 968 struct shader_glsl_priv *priv = This->shader_priv; 984 struct shader_glsl_priv *priv = This->shader_priv; 4502 struct shader_glsl_priv *priv = device->shader_priv; 4780 struct shader_glsl_priv *priv = device->shader_priv; 4829 struct shader_glsl_priv *priv = This->shader_priv; 4861 struct shader_glsl_priv *priv = This->shader_priv; 4882 struct shader_glsl_priv *priv = device->shader_priv; 5094 This->shader_priv [all...] |
H A D | arb_program_shader.c | 442 const struct shader_arb_priv* const priv = (const struct shader_arb_priv *) deviceImpl->shader_priv; 490 struct shader_arb_priv *priv = deviceImpl->shader_priv; 555 struct shader_arb_priv *priv = deviceImpl->shader_priv; 3337 struct arb_pshader_private *shader_priv = This->baseShader.backend_data; local 3599 if (shader_priv->clipplane_emulation != ~0U && args->clip) 3601 shader_addline(buffer, "KIL fragment.texcoord[%u];\n", shader_priv->clipplane_emulation); 4084 struct shader_arb_priv *priv = device->shader_priv; 4305 struct arb_pshader_private *shader_priv = ps->baseShader.backend_data; local 4306 args->ps_signature = shader_priv->input_signature_idx; 4308 args->clip.boolclip.clip_texcoord = shader_priv [all...] |
H A D | wined3d_private.h | 1858 void *shader_priv; member in struct:IWineD3DDeviceImpl
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H A D | device.c | 1817 if (This->shader_priv) {
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