Searched refs:MAX_COMBINED_SAMPLERS (Results 1 – 5 of 5) sorted by relevance
225 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = 0x3ffe; in stateblock_savedstates_set_all()256 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; in stateblock_savedstates_set_pixel()283 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) states->samplerState[i] = sampler_mask; in stateblock_savedstates_set_vertex()387 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) in stateblock_init_contained_states()446 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) in state_unbind_resources()1289 for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i) in state_init_default()
269 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) macro1591 …TE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))1593 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))1993 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];2853 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];2854 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];3452 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */3504 …struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER…
1951 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) in context_create()3416 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.graphics_samplers) - 1; in context_map_vsamplers()3466 if (gl_info->limits.graphics_samplers >= MAX_COMBINED_SAMPLERS) in context_update_tex_unit_map()
3913 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) in wined3d_device_validate_device()5124 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
1291 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i) in wined3d_cs_exec_set_texture()