Searched refs:WINED3DSP_WRITEMASK_2 (Results 1 – 4 of 4) sorted by relevance
2954 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z'; in shader_glsl_write_mask_to_str()2983 if (write_mask & WINED3DSP_WRITEMASK_2) ++size; in shader_glsl_get_write_mask_size()3424 if (mask & WINED3DSP_WRITEMASK_2) in shader_glsl_color_correction_ext()3861 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; in shader_glsl_cross()4606 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param); in shader_glsl_dst()5022 mask = WINED3DSP_WRITEMASK_2; in shader_glsl_tex()5037 mask = WINED3DSP_WRITEMASK_2; in shader_glsl_tex()6042 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; in shader_glsl_texdp3tex()6086 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; in shader_glsl_texdp3()6332 div_mask = WINED3DSP_WRITEMASK_2; in shader_glsl_texbem()[all …]
945 if (dst->write_mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; in shader_arb_get_write_mask()1306 masks.source |= WINED3DSP_WRITEMASK_2; in calc_color_correction()1316 masks.sign |= WINED3DSP_WRITEMASK_2; in calc_color_correction()1356 if (masks.sign & WINED3DSP_WRITEMASK_2) in gen_color_correction()1951 if(dst->write_mask & WINED3DSP_WRITEMASK_2) z = 'z'; in pshader_hw_texkill()
2487 if (write_mask & WINED3DSP_WRITEMASK_2) in shader_dump_dst_param()
552 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */ macro