Searched refs:isStateDirty (Results 1 – 9 of 9) sorted by relevance
/reactos/dll/directx/wine/wined3d/ |
H A D | state.c | 211 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() [all …]
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H A D | nvidia_texture_shader.c | 543 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()
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H A D | context.c | 1658 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() [all …]
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H A D | wined3d_private.h | 1875 …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()
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H A D | device.c | 5283 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);
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H A D | ati_fragment_shader.c | 1093 if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) in textransform()
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H A D | arb_program_shader.c | 6550 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()
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H A D | glsl_shader.c | 11280 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()
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H A D | utils.c | 6224 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP))) in sampler_texdim()
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