Searched refs:detailshader (Results 1 – 6 of 6) sorted by relevance
/dports/games/bloodfrontier/bloodfrontier/src/engine/ |
H A D | texture.h | 116 Shader *detailshader, *variantshader, *altshader, *fastshader[MAXSHADERDETAIL]; member 124 …, type(SHADER_DEFAULT), vs(0), ps(0), program(0), vsobj(0), psobj(0), detailshader(NULL), variants… in Shader() 148 if(!detailshader || detailshader->variants[row].empty()) return false; in hasoption() 149 return (detailshader->variants[row][0]->type&SHADER_OPTION)!=0; in hasoption() 154 if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return; in setvariant() 155 int len = detailshader->variants[row].length(); in setvariant() 158 …while(col >= 0) if(!(detailshader->variants[row][col]->type&SHADER_INVALID)) { s = detailshader->v… in setvariant() 166 setvariant(col, row, slot, detailshader); 171 if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return; 172 if(lastshader!=detailshader) detailshader->bindprograms();
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H A D | shader.cpp | 67 return s && s->detailshader ? s : NULL; in lookupshaderbyname() 548 detailshader = NULL; in cleanup() 1135 detailshader = NULL; in fixdetailshader() 1143 detailshader = cur; in fixdetailshader() 1149 …if(recurse && detailshader) loopi(MAXVARIANTROWS) loopvj(detailshader->variants[i]) detailshader->… in fixdetailshader() 1156 if(!s->detailshader) s->fixdetailshader(); in useshaderbyname() 1258 if(!s.shader->detailshader) return NULL; in findshaderparam() 1259 loopv(s.shader->detailshader->defaultparams) in findshaderparam() 1288 if(load && !s.shader->detailshader) s.shader->fixdetailshader(); in linkslotshader() 1290 Shader *sh = s.shader->detailshader; in linkslotshader() [all …]
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/dports/games/sauerbraten/sauerbraten/src/engine/ |
H A D | texture.h | 133 Shader *detailshader, *variantshader, *altshader, *fastshader[MAXSHADERDETAIL]; member 142 …), defer(NULL), type(SHADER_DEFAULT), program(0), vsobj(0), psobj(0), detailshader(NULL), variants… in Shader() 172 bool loaded() const { return detailshader!=NULL; } in loaded() 193 if(detailshader) in hasoption() 212 if(detailshader->variantrows) in setvariant_() 214 int start = detailshader->variantrows[row], end = detailshader->variantrows[row+1]; in setvariant_() 217 … if(!detailshader->variants[col]->invalid()) { s = detailshader->variants[col]; break; } in setvariant_() 233 setvariant_(col, row, detailshader); in setvariant() 248 setvariant_(col, row, detailshader); in setvariant() 255 if(lastshader!=detailshader) detailshader->bindprograms(); in set_()
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H A D | shader.cpp | 519 detailshader = NULL; in cleanup() 1032 enumerate(shaders, Shader, s, { if(!s.forced) s.detailshader = NULL; }); in fixshaderdetail() 1051 detailshader = NULL; in fixdetailshader() 1059 detailshader = cur; in fixdetailshader() 1065 …if(recurse && detailshader) loopv(detailshader->variants) detailshader->variants[i]->fixdetailshad… in fixdetailshader() 1072 if(!s->detailshader) s->fixdetailshader(); in useshaderbyname() 1184 if(load && !s.shader->detailshader) s.shader->fixdetailshader(); in linkslotshader() 1186 linkslotshaderparams(s.params, s.shader->detailshader, load); in linkslotshader() 1193 Shader *sh = s.slot->shader->detailshader; in linkvslotshader() 1479 if(s.forced && !s.detailshader) s.fixdetailshader(); in reloadshaders()
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/dports/games/redeclipse16/base-1.6.0/src/engine/ |
H A D | texture.h | 155 Shader *detailshader, *variantshader, *altshader, *fastshader[MAXSHADERDETAIL]; member 164 …), defer(NULL), type(SHADER_DEFAULT), program(0), vsobj(0), psobj(0), detailshader(NULL), variants… in Shader() 194 bool loaded() const { return detailshader!=NULL; } in loaded() 215 if(detailshader) in hasoption() 234 if(detailshader->variantrows) in setvariant_() 236 int start = detailshader->variantrows[row], end = detailshader->variantrows[row+1]; in setvariant_() 239 … if(!detailshader->variants[col]->invalid()) { s = detailshader->variants[col]; break; } in setvariant_() 247 if(isnull() || !detailshader) return; in setvariant() 255 setvariant_(col, row, detailshader); in setvariant() 270 setvariant_(col, row, detailshader); in setvariant() [all …]
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H A D | shader.cpp | 523 detailshader = NULL; in cleanup() 1031 enumerate(shaders, Shader, s, { if(!s.forced) s.detailshader = NULL; }); in fixshaderdetail() 1050 detailshader = NULL; in fixdetailshader() 1058 detailshader = cur; in fixdetailshader() 1064 …if(recurse && detailshader) loopv(detailshader->variants) detailshader->variants[i]->fixdetailshad… in fixdetailshader() 1071 if(!s->detailshader) s->fixdetailshader(); in useshaderbyname() 1185 if(load && !s.shader->detailshader) s.shader->fixdetailshader(); in linkslotshader() 1187 linkslotshaderparams(s.params, s.shader->detailshader, load); in linkslotshader() 1194 Shader *sh = s.slot->shader->detailshader; in linkvslotshader() 1477 if(s.forced && !s.detailshader) s.fixdetailshader(); in reloadshaders()
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