Searched refs:STATE_SAMPLER (Results 1 – 10 of 10) sorted by relevance
/reactos/dll/directx/wine/wined3d/ |
H A D | nvidia_texture_shader.c | 543 if (!isStateDirty(context, STATE_SAMPLER(stage))) in nvrc_colorop() 602 DWORD sampler = state_id - STATE_SAMPLER(0); in nvts_texdim() 889 …{ STATE_SAMPLER(0), { STATE_SAMPLER(0), … 890 …{ STATE_SAMPLER(0), { STATE_SAMPLER(0), … 891 …{ STATE_SAMPLER(1), { STATE_SAMPLER(1), … 892 …{ STATE_SAMPLER(1), { STATE_SAMPLER(1), … 893 …{ STATE_SAMPLER(2), { STATE_SAMPLER(2), … 894 …{ STATE_SAMPLER(2), { STATE_SAMPLER(2), … 895 …{ STATE_SAMPLER(3), { STATE_SAMPLER(3), … 896 …{ STATE_SAMPLER(3), { STATE_SAMPLER(3), … [all …]
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H A D | state.c | 3205 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used) in tex_colorop() 3587 const DWORD sampler = state_id - STATE_SAMPLER(0); in sampler_texmatrix() 3693 DWORD sampler_idx = state_id - STATE_SAMPLER(0); in sampler() 3772 if (!isStateDirty(context, STATE_SAMPLER(i))) in apply_pixelshader() 3773 sampler(context, state, STATE_SAMPLER(i)); in apply_pixelshader() 5299 …{ STATE_SAMPLER(0), { STATE_SAMPLER(0), … 5300 …{ STATE_SAMPLER(1), { STATE_SAMPLER(1), … 5301 …{ STATE_SAMPLER(2), { STATE_SAMPLER(2), … 5302 …{ STATE_SAMPLER(3), { STATE_SAMPLER(3), … 5303 …{ STATE_SAMPLER(4), { STATE_SAMPLER(4), … [all …]
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H A D | ati_fragment_shader.c | 1231 …{ STATE_SAMPLER(0), { STATE_SAMPLER(0), … 1232 …{ STATE_SAMPLER(1), { STATE_SAMPLER(1), … 1233 …{ STATE_SAMPLER(2), { STATE_SAMPLER(2), … 1234 …{ STATE_SAMPLER(3), { STATE_SAMPLER(3), … 1235 …{ STATE_SAMPLER(4), { STATE_SAMPLER(4), … 1236 …{ STATE_SAMPLER(5), { STATE_SAMPLER(5), … 1237 …{ STATE_SAMPLER(6), { STATE_SAMPLER(6), … 1238 …{ STATE_SAMPLER(7), { STATE_SAMPLER(7), …
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H A D | glsl_shader.c | 11392 DWORD sampler = state_id - STATE_SAMPLER(0); in glsl_vertex_pipe_texmatrix_np2() 11573 …{STATE_SAMPLER(0), {0, … 11574 …{STATE_SAMPLER(0), {0, … 11575 …{STATE_SAMPLER(0), {STATE_SAMPLER(0), … 11578 …{STATE_SAMPLER(1), {STATE_SAMPLER(1), … 11581 …{STATE_SAMPLER(2), {STATE_SAMPLER(2), … 11584 …{STATE_SAMPLER(3), {STATE_SAMPLER(3), … 11587 …{STATE_SAMPLER(4), {STATE_SAMPLER(4), … 11590 …{STATE_SAMPLER(5), {STATE_SAMPLER(5), … 11593 …{STATE_SAMPLER(6), {STATE_SAMPLER(6), … [all …]
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H A D | context.c | 2519 context_invalidate_state(context, STATE_SAMPLER(sampler)); in SetupForBlit() 2584 context_invalidate_state(context, STATE_SAMPLER(sampler)); in SetupForBlit() 3340 context_invalidate_state(context, STATE_SAMPLER(i)); in context_map_fixed_function_samplers() 3357 context_invalidate_state(context, STATE_SAMPLER(i)); in context_map_fixed_function_samplers() 3377 context_invalidate_state(context, STATE_SAMPLER(i)); in context_map_psamplers() 3437 context_invalidate_state(context, STATE_SAMPLER(vsampler_idx)); in context_map_vsamplers()
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H A D | wined3d_private.h | 1590 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1… macro 1591 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAM… 1593 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
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H A D | view.c | 841 context_invalidate_state(context, STATE_SAMPLER(active_sampler)); in shader_resource_view_bind_and_dirtify()
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H A D | cs.c | 1312 device_invalidate_state(cs->device, STATE_SAMPLER(op->stage)); in wined3d_cs_exec_set_texture() 1535 device_invalidate_state(cs->device, STATE_SAMPLER(op->sampler_idx)); in wined3d_cs_exec_set_sampler_state()
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H A D | utils.c | 4688 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0)); in debug_d3dstate() 6214 DWORD sampler = state_id - STATE_SAMPLER(0); in sampler_texdim()
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H A D | texture.c | 884 context_invalidate_state(context, STATE_SAMPLER(active_sampler));
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