Searched refs:vec4_varyings (Results 1 - 3 of 3) sorted by relevance
/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | glsl_shader.c | 1018 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))
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | glsl_shader.c | 997 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))
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | glsl_shader.c | 981 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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