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Searched refs:isStateDirty (Results 1 – 9 of 9) sorted by relevance

/reactos/dll/directx/wine/wined3d/
H A Dstate.c211 if (isStateDirty(context, STATE_VDECL)) in state_lighting()
580 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP))) in state_blend()
1321 if(isStateDirty(context, STATE_VDECL)) { in state_colormat()
1479 if (isStateDirty(context, STATE_VDECL)) in state_normalize()
3321 if (use_vs(state) || isStateDirty(context, STATE_VDECL)) in transform_texture()
3772 if (!isStateDirty(context, STATE_SAMPLER(i))) in apply_pixelshader()
3883 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW))) in transform_worldex()
3998 if (!isStateDirty(context, STATE_CLIPPLANE(k))) in transform_view()
4519 if (isStateDirty(context, STATE_VDECL)) return; in streamsrc()
4548 if (isStateDirty(context, STATE_STREAMSRC)) in vdecl_miscpart()
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H A Dnvidia_texture_shader.c543 if (!isStateDirty(context, STATE_SAMPLER(stage))) in nvrc_colorop()
590 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP))) in nvrc_resultarg()
594 if (!isStateDirty(context, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP))) in nvrc_resultarg()
612 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) in nvts_texdim()
H A Dcontext.c1658 if (isStateDirty(context, rep)) return; in context_invalidate_state()
1661 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); in context_invalidate_state()
1662 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); in context_invalidate_state()
1663 context->isStateDirty[idx] |= (1u << shift); in context_invalidate_state()
3056 if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != state->fb in context_apply_clear_state()
3483 if (isStateDirty(context, STATE_FRAMEBUFFER)) return; in context_state_drawbuf()
3985 if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC) in context_apply_draw_state()
3999 if (isStateDirty(context, STATE_STREAMSRC)) in context_apply_draw_state()
4013 DWORD idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT); in context_apply_draw_state()
4014 BYTE shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); in context_apply_draw_state()
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H A Dwined3d_private.h1875 …DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly … member
3022 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) in isStateDirty() function
3024 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); in isStateDirty()
3025 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); in isStateDirty()
3026 return context->isStateDirty[idx] & (1u << shift); in isStateDirty()
H A Ddevice.c5283 if(isStateDirty(context, rep)) continue;
5286 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5287 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5288 context->isStateDirty[idx] |= (1u << shift);
H A Dati_fragment_shader.c1093 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) in textransform()
H A Darb_program_shader.c6550 if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) in fragment_prog_arbfp()
6643 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) in state_arbfp_fog()
6677 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) in textransform()
H A Dglsl_shader.c11280 if (!isStateDirty(context, STATE_VDECL)) in glsl_vertex_pipe_vs()
11352 if (!isStateDirty(context, STATE_CLIPPLANE(k))) in glsl_vertex_pipe_view()
11375 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))) in glsl_vertex_pipe_viewport()
11377 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE)) in glsl_vertex_pipe_viewport()
11761 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) in glsl_fragment_pipe_vdecl()
H A Dutils.c6224 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) in sampler_texdim()