Searched refs:vec4_varyings (Results 1 - 3 of 3) sorted by relevance

/vbox/src/VBox/Devices/Graphics/shaderlib/
H A Dglsl_shader.c1018 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info) function
1281 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1287 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1472 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
3939 unsigned int in_count = vec4_varyings(3, gl_info);
4214 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
4241 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
4784 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Dglsl_shader.c997 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info) function
1259 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1265 shader_addline(buffer, "vec4 IN[%u];\n", vec4_varyings(reg_maps->shader_version.major, gl_info));
1447 unsigned int in_count = vec4_varyings(This->baseShader.reg_maps.shader_version.major, gl_info);
3816 unsigned int in_count = vec4_varyings(3, gl_info);
4091 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
4118 shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
4653 && ((IWineD3DPixelShaderImpl *)pshader)->declared_in_count > vec4_varyings(3, gl_info))
/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/
H A Dglsl_shader.c981 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info) function
1224 UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits.packed_input);
1495 unsigned int in_count = vec4_varyings(version->major, gl_info);
4296 unsigned int in_count = vec4_varyings(3, gl_info);
4450 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits.packed_input);
5990 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))

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