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Searched refs:wined3d_caps (Results 1 – 16 of 16) sorted by relevance

/reactos/dll/directx/wine/d3d9/
H A Ddevice.c330 caps->Caps = wined3d_caps->Caps; in d3dcaps_from_wined3dcaps()
331 caps->Caps2 = wined3d_caps->Caps2; in d3dcaps_from_wined3dcaps()
332 caps->Caps3 = wined3d_caps->Caps3; in d3dcaps_from_wined3dcaps()
335 caps->DevCaps = wined3d_caps->DevCaps; in d3dcaps_from_wined3dcaps()
338 caps->ZCmpCaps = wined3d_caps->ZCmpCaps; in d3dcaps_from_wined3dcaps()
342 caps->ShadeCaps = wined3d_caps->ShadeCaps; in d3dcaps_from_wined3dcaps()
349 caps->LineCaps = wined3d_caps->LineCaps; in d3dcaps_from_wined3dcaps()
363 caps->FVFCaps = wined3d_caps->FVFCaps; in d3dcaps_from_wined3dcaps()
381 caps->DevCaps2 = wined3d_caps->DevCaps2; in d3dcaps_from_wined3dcaps()
634 WINED3DCAPS wined3d_caps; in d3d9_device_GetDeviceCaps() local
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H A Ddirectx.c352 WINED3DCAPS wined3d_caps; in d3d9_GetDeviceCaps() local
363 hr = wined3d_get_device_caps(d3d9->wined3d, adapter, device_type, &wined3d_caps); in d3d9_GetDeviceCaps()
366 d3dcaps_from_wined3dcaps(caps, &wined3d_caps); in d3d9_GetDeviceCaps()
H A Dd3d9_private.h59 void d3dcaps_from_wined3dcaps(D3DCAPS9 *caps, const WINED3DCAPS *wined3d_caps) DECLSPEC_HIDDEN;
/reactos/dll/directx/wine/d3d8/
H A Ddevice.c294 caps->Caps = wined3d_caps->Caps; in d3dcaps_from_wined3dcaps()
295 caps->Caps2 = wined3d_caps->Caps2; in d3dcaps_from_wined3dcaps()
296 caps->Caps3 = wined3d_caps->Caps3; in d3dcaps_from_wined3dcaps()
298 caps->CursorCaps = wined3d_caps->CursorCaps; in d3dcaps_from_wined3dcaps()
299 caps->DevCaps = wined3d_caps->DevCaps; in d3dcaps_from_wined3dcaps()
302 caps->ZCmpCaps = wined3d_caps->ZCmpCaps; in d3dcaps_from_wined3dcaps()
306 caps->ShadeCaps = wined3d_caps->ShadeCaps; in d3dcaps_from_wined3dcaps()
313 caps->LineCaps = wined3d_caps->LineCaps; in d3dcaps_from_wined3dcaps()
327 caps->FVFCaps = wined3d_caps->FVFCaps; in d3dcaps_from_wined3dcaps()
591 WINED3DCAPS wined3d_caps; in d3d8_device_GetDeviceCaps() local
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H A Ddirectx.c327 WINED3DCAPS wined3d_caps; in d3d8_GetDeviceCaps() local
336 hr = wined3d_get_device_caps(d3d8->wined3d, adapter, device_type, &wined3d_caps); in d3d8_GetDeviceCaps()
339 d3dcaps_from_wined3dcaps(caps, &wined3d_caps); in d3d8_GetDeviceCaps()
H A Dd3d8_private.h45 void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const WINED3DCAPS *wined3d_caps) DECLSPEC_HIDDEN;
/reactos/dll/directx/wine/ddraw/
H A Dddraw.c1254 WINED3DCAPS wined3d_caps; in ddraw_get_d3dcaps() local
1259 memset(&wined3d_caps, 0, sizeof(wined3d_caps)); in ddraw_get_d3dcaps()
1270 caps->dwDevCaps = wined3d_caps.DevCaps; in ddraw_get_d3dcaps()
1287 caps->dwMaxAnisotropy = wined3d_caps.MaxAnisotropy; in ddraw_get_d3dcaps()
1288 caps->dvMaxVertexW = wined3d_caps.MaxVertexW; in ddraw_get_d3dcaps()
1290 caps->dvGuardBandLeft = wined3d_caps.GuardBandLeft; in ddraw_get_d3dcaps()
1291 caps->dvGuardBandTop = wined3d_caps.GuardBandTop; in ddraw_get_d3dcaps()
1295 caps->dvExtentsAdjust = wined3d_caps.ExtentsAdjust; in ddraw_get_d3dcaps()
1296 caps->dwStencilCaps = wined3d_caps.StencilCaps; in ddraw_get_d3dcaps()
1298 caps->dwFVFCaps = wined3d_caps.FVFCaps; in ddraw_get_d3dcaps()
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/reactos/dll/directx/wine/wined3d/
H A Dnvidia_texture_shader.c688 caps->wined3d_caps = 0; in nvrc_fragment_get_caps()
H A Dati_fragment_shader.c1268 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL; in atifs_get_caps()
H A Darb_program_shader.c4841 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; in shader_arb_alloc()
4976 caps->wined3d_caps = WINED3D_SHADER_CAP_SRGB_WRITE; in shader_arb_get_caps()
4978 caps->wined3d_caps |= WINED3D_SHADER_CAP_VS_CLIPPING; in shader_arb_get_caps()
5762 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL in arbfp_get_caps()
H A Dshader.c3192 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; in shader_none_alloc()
3228 caps->wined3d_caps = 0; in shader_none_get_caps()
H A Dwined3d_private.h1297 DWORD wined3d_caps; member
2030 DWORD wined3d_caps; member
H A Ddirectx.c4320 adapter->d3d_info.vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING; in wined3d_adapter_init_gl_caps()
4330 …adapter->d3d_info.shader_double_precision = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_P… in wined3d_adapter_init_gl_caps()
4342 … adapter->d3d_info.shader_color_key = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY; in wined3d_adapter_init_gl_caps()
H A Dutils.c2933 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE) in init_format_texture_info()
2934 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE); in init_format_texture_info()
H A Dglsl_shader.c10698 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; in shader_glsl_alloc()
10834 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING in shader_glsl_get_caps()
11622 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL in glsl_fragment_pipe_get_caps()
H A Dstate.c5862 caps->wined3d_caps = 0; in ffp_fragment_get_caps()