/vbox/src/VBox/Additions/common/crOpenGL/pack/ |
H A D | packspu_getshaders.c | 80 void PACKSPU_APIENTRY packspu_GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders) argument 86 if (!shaders) return; 97 crMemcpy(shaders, &pLocal[1], *pLocal*sizeof(GLuint));
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/vbox/src/VBox/GuestHost/OpenGL/state_tracker/ |
H A D | state_glsl.c | 35 return !g ? NULL : (CRGLSLShader *) crHashtableSearch(g->glsl.shaders, id); 129 crHashtableDelete(g->glsl.shaders, pShader->id, crStateFreeGLSLShader); 174 ctx->glsl.shaders = crAllocHashtable(); 179 if (!ctx->glsl.shaders || !ctx->glsl.programs) 203 crFreeHashtable(ctx->glsl.shaders, crStateFreeGLSLShader); 262 crHashtableWalk(g->glsl.shaders, crStateCheckShaderHWIDCB, &parms); 330 crHashtableAdd(g->glsl.shaders, stateId, pShader); 425 crHashtableDelete(g->glsl.shaders, shader, crStateFreeGLSLShader); 489 crHashtableDelete(g->glsl.shaders, shader, crStateFreeGLSLShader); 1329 pRealShader = (CRGLSLShader *) crHashtableSearch(pCtx->glsl.shaders, ke [all...] |
H A D | dump.cpp | 639 pShad = (CRGLSLShader *)crDmpHashtableSearchByHwid(ctx->glsl.shaders, hwid, crDmpGetHwidShaderCB, &tstKey); 648 pShad = (CRGLSLShader *)crHashtableSearch(ctx->glsl.shaders, id); 728 crDmpStrF(pRec->pDumper, "PROGRAM ctx(%d) id(%d) hwid(%d) status(%d) shaders(%d):", ctx->id, id, hwid, linkStatus, cShaders); 782 pShad = (CRGLSLShader *)crDmpHashtableSearchByHwid(ctx->glsl.shaders, hwid, crDmpGetHwidShaderCB, &tstKey); 791 pShad = (CRGLSLShader *)crHashtableSearch(ctx->glsl.shaders, id); 851 crDmpStrF(pRec->pDumper, "==RECOMPILE PROGRAM ctx(%d) id(%d) hwid(%d) status(%d) shaders(%d)==", ctx->id, id, hwid, linkStatus, cShaders);
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H A D | state_snapshot.c | 1753 ui32 = crHashtableNumElements(pContext->glsl.shaders); 1756 crHashtableWalk(pContext->glsl.shaders, crStateSaveGLSLShaderCB, pSSM); 2170 SLC_COPYPTR(glsl.shaders); 2556 crHashtableAdd(pContext->glsl.shaders, pShader->id, pShader); 2587 crHashtableAdd(pProgram->currentState.attachedShaders, key, crHashtableSearch(pContext->glsl.shaders, key));
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/vbox/src/VBox/GuestHost/OpenGL/include/state/ |
H A D | cr_glsl.h | 32 So we have to keep track of shaders statuses right before each program was linked as well as their "current" status. 42 GLuint refCount; /*valid only for shaders in CRGLSLState's hash*/ 50 /*Note: active state will hold copies of shaders while current state references shaders in the CRGLSLState hashtable*/ 82 CRHashTable *shaders; member in struct:__anon16202
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/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/ |
H A D | server_getshaders.c | 74 void SERVER_DISPATCH_APIENTRY crServerDispatchGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) argument
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/vbox/include/VBox/ |
H A D | VBoxGL2D.h | 94 typedef GLvoid (APIENTRY *PFNVBOXVHWA_GET_ATTACHED_SHADERS) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
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/vbox/src/VBox/GuestHost/OpenGL/packer/ |
H A D | pack_shaders.c | 456 void PACK_APIENTRY crPackGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei * count, GLuint * shaders, int * writeback) argument 461 (void) shaders;
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | shaderapi.c | 228 list_init(&pContext->pDeviceContext->shaders);
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H A D | shader.c | 295 list_add_head(&device->shaders, &shader->shader_list_entry); 458 /* get_registers_used() is called on every compile on some 1.x shaders, 544 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */ 651 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel 652 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */ 665 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to 709 /* texbem is only valid with < 1.4 pixel shaders */ 798 /* Pixel shaders 3.0 don't have usage semantics. */ 913 /* Vertex shaders > [all...] |
H A D | wined3d_private.h | 438 * Shader model 3 according to msdn (and for software shaders) */ 1677 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 1912 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 1939 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:IWineD3DDeviceImpl
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | shader.c | 295 list_add_head(&device->shaders, &shader->shader_list_entry); 458 /* get_registers_used() is called on every compile on some 1.x shaders, 544 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */ 651 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel 652 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */ 665 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to 709 /* texbem is only valid with < 1.4 pixel shaders */ 798 /* Pixel shaders 3.0 don't have usage semantics. */ 913 /* Vertex shaders > [all...] |
H A D | utils.c | 308 * fixed function and shaders without further conversion once the surface is 365 * shaders if the shader is adjusted. (There's no use for this format in gl's 389 /* This implementation works with the fixed function pipeline and shaders 2392 * so there is no danger in doing this. With vertex shaders we have a 2394 * check for pixel shaders, and the shader has to undo the default gl divide. 2915 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) argument 2919 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1) 3022 * handler takes care. Also no action is needed with pixel shaders, or if tex_colorop 3098 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are 3100 * shaders onl [all...] |
H A D | wined3d_private.h | 427 * Shader model 3 according to msdn (and for software shaders) */ 1645 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 1880 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 1907 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:IWineD3DDeviceImpl
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H A D | device.c | 451 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n"); 1954 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */ 3443 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but 6614 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) { 6972 /* All done. There is no need to reload resources or shaders, this will happen automatically on the 7551 list_init(&device->shaders);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | shader.c | 351 list_add_head(&device->shaders, &shader->shader_list_entry); 612 /* In pixel shader 1.X shaders, the constants are clamped between [-1;1] */ 677 * is used in >= 3.0 shaders. Filter 3.0 shaders to prevent overflows, and also filter pixel 678 * shaders because TECRDOUT isn't used in them, but future register types might cause issues */ 749 /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to 794 /* texbem is only valid with < 1.4 pixel shaders */ 897 /* Pixel shaders 3.0 don't have usage semantics. */ 1012 /* Vertex shaders >= 3.0 use general purpose output registers 1794 /* Set local constants for d3d8 shaders [all...] |
H A D | utils.c | 322 * fixed function and shaders without further conversion once the surface is 379 * shaders if the shader is adjusted. (There's no use for this format in gl's 403 /* This implementation works with the fixed function pipeline and shaders 592 * refused to support formats which can easily be emulated with pixel shaders, 1843 * vertex shaders. 2876 * so there is no danger in doing this. With vertex shaders we have a 2878 * check for pixel shaders, and the shader has to undo the default gl divide. 3427 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) argument 3431 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1) 3535 * shaders, o [all...] |
H A D | wined3d_private.h | 443 * Shader model 3 according to msdn (and for software shaders) */ 1792 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 1902 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 1927 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ member in struct:wined3d_device
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H A D | device.c | 338 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n"); 1380 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */ 2924 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but 4889 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry) 5317 /* All done. There is no need to reload resources or shaders, this will happen automatically on the 5533 list_init(&device->shaders);
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/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.12.0/ |
H A D | glapitable.h | 707 void (GLAPIENTRYP ShaderBinary)(GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length); /* 664 */
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/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.13.0/ |
H A D | glapitable.h | 705 void (GLAPIENTRYP ShaderBinary) (GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length); /* 664 */
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/vbox/src/VBox/Additions/x11/x11include/xorg-server-1.14.0/ |
H A D | glapitable.h | 705 void (GLAPIENTRYP ShaderBinary) (GLsizei n, const GLuint * shaders, GLenum binaryformat, const GLvoid * binary, GLsizei length); /* 664 */
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/vbox/src/VBox/Devices/Graphics/vmsvga_glext/ |
H A D | glext.h | 8244 GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length); 8250 typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
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/vbox/src/VBox/Additions/x11/x11include/MesaLib-8.0.4-GL/GL/ |
H A D | glext.h | 7361 GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length); 7367 typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length);
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