Searched refs:D3DTA_TEXTURE (Results 1 – 5 of 5) sorted by relevance
1125 case D3DTA_TEXTURE: in ps_get_ts_arg()1352 if (key->ts[s].colorarg0 == D3DTA_TEXTURE || in nine_ff_build_ps()1353 key->ts[s].colorarg1 == D3DTA_TEXTURE || in nine_ff_build_ps()1354 key->ts[s].colorarg2 == D3DTA_TEXTURE) { in nine_ff_build_ps()1369 if (key->ts[s].alphaarg0 == D3DTA_TEXTURE || in nine_ff_build_ps()1370 key->ts[s].alphaarg1 == D3DTA_TEXTURE || in nine_ff_build_ps()1371 key->ts[s].alphaarg2 == D3DTA_TEXTURE) { in nine_ff_build_ps()1740 ((context->ff.tex_stage[s][D3DTSS_COLORARG0] == D3DTA_TEXTURE && in nine_ff_get_ps()1742 (context->ff.tex_stage[s][D3DTSS_COLORARG1] == D3DTA_TEXTURE && in nine_ff_get_ps()1744 (context->ff.tex_stage[s][D3DTSS_COLORARG2] == D3DTA_TEXTURE && in nine_ff_get_ps()[all …]
246 case D3DTA_TEXTURE: return "TEXTURE"; in nine_D3DTA_to_str()
2738 [D3DTSS_COLORARG1] = D3DTA_TEXTURE,2741 [D3DTSS_ALPHAARG1] = D3DTA_TEXTURE,
308 device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); in swapRect()
326 #define D3DTA_TEXTURE 0x00000002 macro