/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/ |
D | d3d11_blit_shaders_autogen.gni | 12 "d3d11/shaders/compiled/passthroughrgba2d11ps.h", 13 "d3d11/shaders/compiled/passthroughrgb2d11ps.h", 14 "d3d11/shaders/compiled/passthroughrg2d11ps.h", 15 "d3d11/shaders/compiled/passthroughr2d11ps.h", 16 "d3d11/shaders/compiled/passthrougha2d11ps.h", 17 "d3d11/shaders/compiled/passthroughlum2d11ps.h", 18 "d3d11/shaders/compiled/passthroughlumalpha2d11ps.h", 19 "d3d11/shaders/compiled/passthroughrgba2dui11ps.h", 20 "d3d11/shaders/compiled/passthroughrgba2di11ps.h", 21 "d3d11/shaders/compiled/passthroughrgb2dui11ps.h", [all …]
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D | RenderTarget11.h | 26 RenderTarget11(const d3d11::Format &formatSet); 30 virtual const d3d11::RenderTargetView &getRenderTargetView() const = 0; 31 virtual const d3d11::DepthStencilView &getDepthStencilView() const = 0; 32 virtual const d3d11::SharedSRV &getShaderResourceView(const gl::Context *context) const = 0; 33 virtual const d3d11::SharedSRV &getBlitShaderResourceView(const gl::Context *context) const = 0; 37 const d3d11::Format &getFormatSet() const { return mFormatSet; } in getFormatSet() 40 const d3d11::Format &mFormatSet; 47 TextureRenderTarget11(d3d11::RenderTargetView &&rtv, 49 const d3d11::SharedSRV &srv, 50 const d3d11::SharedSRV &blitSRV, [all …]
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D | ShaderExecutable11.h | 29 ShaderExecutable11(const void *function, size_t length, d3d11::PixelShader &&executable); 32 d3d11::VertexShader &&executable, 33 d3d11::GeometryShader &&streamOut); 34 ShaderExecutable11(const void *function, size_t length, d3d11::GeometryShader &&executable); 35 ShaderExecutable11(const void *function, size_t length, d3d11::ComputeShader &&executable); 39 const d3d11::PixelShader &getPixelShader() const; 40 const d3d11::VertexShader &getVertexShader() const; 41 const d3d11::GeometryShader &getGeometryShader() const; 42 const d3d11::GeometryShader &getStreamOutShader() const; 43 const d3d11::ComputeShader &getComputeShader() const; [all …]
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D | Clear11.h | 57 const d3d11::InputLayout **il, 58 const d3d11::VertexShader **vs, 59 const d3d11::GeometryShader **gs, 60 const d3d11::PixelShader **ps); 65 d3d11::InputLayout mIl9; 66 d3d11::LazyShader<ID3D11VertexShader> mVs9; 67 d3d11::LazyShader<ID3D11PixelShader> mPsFloat9; 68 d3d11::LazyShader<ID3D11VertexShader> mVs; 69 d3d11::LazyShader<ID3D11VertexShader> mVsMultiview; 70 d3d11::LazyShader<ID3D11GeometryShader> mGsMultiview; [all …]
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D | Blit11.h | 31 const d3d11::SharedSRV &source, 32 const d3d11::RenderTargetView &dest, 38 const d3d11::SharedSRV &source, 42 const d3d11::RenderTargetView &dest, 65 const d3d11::SharedSRV &source, 68 const d3d11::DepthStencilView &dest, 152 d3d11::PixelShader pixelShader; 157 const d3d11::InputLayout *inputLayout; 158 const d3d11::VertexShader *vertexShader; 159 const d3d11::GeometryShader *geometryShader; [all …]
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D | SwapChain11.h | 50 const d3d11::RenderTargetView &getRenderTarget(); 51 const d3d11::SharedSRV &getRenderTargetShaderResource(d3d::Context *context); 54 const d3d11::DepthStencilView &getDepthStencil(); 55 const d3d11::SharedSRV &getDepthStencilShaderResource(); 104 d3d11::RenderTargetView mBackBufferRTView; 105 d3d11::SharedSRV mBackBufferSRView; 109 d3d11::RenderTargetView mOffscreenRTView; 110 d3d11::SharedSRV mOffscreenSRView; 115 d3d11::DepthStencilView mDepthStencilDSView; 116 d3d11::SharedSRV mDepthStencilSRView; [all …]
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D | RenderStateCache.h | 24 struct hash<rx::d3d11::BlendStateKey> 26 size_t operator()(const rx::d3d11::BlendStateKey &key) const 33 struct hash<rx::d3d11::RasterizerStateKey> 35 size_t operator()(const rx::d3d11::RasterizerStateKey &key) const 70 static d3d11::BlendStateKey GetBlendStateKey(const gl::Context *context, 76 const d3d11::BlendStateKey &key, 77 const d3d11::BlendState **outBlendState); 86 const d3d11::DepthStencilState **outDSState); 104 using BlendStateMap = angle::base::HashingMRUCache<d3d11::BlendStateKey, d3d11::BlendState>; 109 angle::base::HashingMRUCache<d3d11::RasterizerStateKey, d3d11::RasterizerState>; [all …]
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D | Blit11Helper_autogen.inc | 14 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" 15 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" 16 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" 17 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" 18 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h" 19 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" 20 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" 21 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" 22 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" 23 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" [all …]
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D | RenderTarget11.cpp | 27 ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource); in GetTextureProperties() 40 ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); in GetTextureProperties() 53 ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource); in GetTextureProperties() 191 const d3d11::Format &GetSurfaceFormatSet(bool depth, SwapChain11 *swapChain, Renderer11 *renderer) in GetSurfaceFormatSet() 193 return d3d11::Format::Get(GetSurfaceRTFormat(depth, swapChain), in GetSurfaceFormatSet() 199 RenderTarget11::RenderTarget11(const d3d11::Format &formatSet) : mFormatSet(formatSet) {} in RenderTarget11() 203 TextureRenderTarget11::TextureRenderTarget11(d3d11::RenderTargetView &&rtv, in TextureRenderTarget11() 205 const d3d11::SharedSRV &srv, in TextureRenderTarget11() 206 const d3d11::SharedSRV &blitSRV, in TextureRenderTarget11() 208 const d3d11::Format &formatSet, in TextureRenderTarget11() [all …]
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D | ShaderExecutable11.cpp | 21 d3d11::PixelShader &&executable) in ShaderExecutable11() 32 d3d11::VertexShader &&executable, in ShaderExecutable11() 33 d3d11::GeometryShader &&streamOut) in ShaderExecutable11() 44 d3d11::GeometryShader &&executable) in ShaderExecutable11() 55 d3d11::ComputeShader &&executable) in ShaderExecutable11() 66 const d3d11::VertexShader &ShaderExecutable11::getVertexShader() const in getVertexShader() 71 const d3d11::PixelShader &ShaderExecutable11::getPixelShader() const in getPixelShader() 76 const d3d11::GeometryShader &ShaderExecutable11::getGeometryShader() const in getGeometryShader() 81 const d3d11::GeometryShader &ShaderExecutable11::getStreamOutShader() const in getStreamOutShader() 86 const d3d11::ComputeShader &ShaderExecutable11::getComputeShader() const in getComputeShader() [all …]
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D | TextureStorage11.h | 79 const d3d11::Format &getFormatSet() const; 83 const d3d11::SharedSRV **outSRV); 123 const d3d11::SharedSRV **outSRV); 126 const d3d11::SharedSRV **outSRV); 129 const d3d11::SharedUAV **outUAV); 163 const d3d11::RenderTargetView **outRTV) = 0; 167 const d3d11::SharedSRV **outSRV); 186 d3d11::SharedSRV *outSRV) = 0; 191 d3d11::SharedSRV *outSRV) = 0; 196 d3d11::SharedUAV *outUAV) = 0; [all …]
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/ |
D | BUILD.gn | 133 "d3d11/Blit11.cpp", 134 "d3d11/Blit11.h", 135 "d3d11/Blit11Helper_autogen.inc", 136 "d3d11/Buffer11.cpp", 137 "d3d11/Buffer11.h", 138 "d3d11/Clear11.cpp", 139 "d3d11/Clear11.h", 140 "d3d11/Context11.cpp", 141 "d3d11/Context11.h", 142 "d3d11/DebugAnnotator11.cpp", [all …]
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/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/ |
D | d3d11_blit_shaders_autogen.gni | 12 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h", 13 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h", 14 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h", 15 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h", 16 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h", 17 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h", 18 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h", 19 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h", 20 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h", 21 "src/libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h", [all …]
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D | RenderTarget11.h | 26 RenderTarget11(const d3d11::Format &formatSet); 30 virtual const d3d11::RenderTargetView &getRenderTargetView() const = 0; 31 virtual const d3d11::DepthStencilView &getDepthStencilView() const = 0; 32 virtual const d3d11::SharedSRV &getShaderResourceView(const gl::Context *context) const = 0; 33 virtual const d3d11::SharedSRV &getBlitShaderResourceView(const gl::Context *context) const = 0; 37 const d3d11::Format &getFormatSet() const { return mFormatSet; } in getFormatSet() 40 const d3d11::Format &mFormatSet; 47 TextureRenderTarget11(d3d11::RenderTargetView &&rtv, 49 const d3d11::SharedSRV &srv, 50 const d3d11::SharedSRV &blitSRV, [all …]
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D | ShaderExecutable11.h | 24 ShaderExecutable11(const void *function, size_t length, d3d11::PixelShader &&executable); 27 d3d11::VertexShader &&executable, 28 d3d11::GeometryShader &&streamOut); 29 ShaderExecutable11(const void *function, size_t length, d3d11::GeometryShader &&executable); 30 ShaderExecutable11(const void *function, size_t length, d3d11::ComputeShader &&executable); 34 const d3d11::PixelShader &getPixelShader() const; 35 const d3d11::VertexShader &getVertexShader() const; 36 const d3d11::GeometryShader &getGeometryShader() const; 37 const d3d11::GeometryShader &getStreamOutShader() const; 38 const d3d11::ComputeShader &getComputeShader() const; [all …]
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D | Clear11.h | 57 const d3d11::InputLayout **il, 58 const d3d11::VertexShader **vs, 59 const d3d11::GeometryShader **gs, 60 const d3d11::PixelShader **ps); 65 d3d11::InputLayout mIl9; 66 d3d11::LazyShader<ID3D11VertexShader> mVs9; 67 d3d11::LazyShader<ID3D11PixelShader> mPsFloat9; 68 d3d11::LazyShader<ID3D11VertexShader> mVs; 69 d3d11::LazyShader<ID3D11VertexShader> mVsMultiview; 70 d3d11::LazyShader<ID3D11GeometryShader> mGsMultiview; [all …]
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D | Blit11.h | 31 const d3d11::SharedSRV &source, 32 const d3d11::RenderTargetView &dest, 38 const d3d11::SharedSRV &source, 42 const d3d11::RenderTargetView &dest, 65 const d3d11::SharedSRV &source, 68 const d3d11::DepthStencilView &dest, 152 d3d11::PixelShader pixelShader; 157 const d3d11::InputLayout *inputLayout; 158 const d3d11::VertexShader *vertexShader; 159 const d3d11::GeometryShader *geometryShader; [all …]
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D | SwapChain11.h | 50 const d3d11::RenderTargetView &getRenderTarget(); 51 const d3d11::SharedSRV &getRenderTargetShaderResource(d3d::Context *context); 54 const d3d11::DepthStencilView &getDepthStencil(); 55 const d3d11::SharedSRV &getDepthStencilShaderResource(); 104 d3d11::RenderTargetView mBackBufferRTView; 105 d3d11::SharedSRV mBackBufferSRView; 109 d3d11::RenderTargetView mOffscreenRTView; 110 d3d11::SharedSRV mOffscreenSRView; 115 d3d11::DepthStencilView mDepthStencilDSView; 116 d3d11::SharedSRV mDepthStencilSRView; [all …]
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D | RenderStateCache.h | 24 struct hash<rx::d3d11::BlendStateKey> 26 size_t operator()(const rx::d3d11::BlendStateKey &key) const 33 struct hash<rx::d3d11::RasterizerStateKey> 35 size_t operator()(const rx::d3d11::RasterizerStateKey &key) const 70 static d3d11::BlendStateKey GetBlendStateKey(const gl::Context *context, 75 const d3d11::BlendStateKey &key, 76 const d3d11::BlendState **outBlendState); 85 const d3d11::DepthStencilState **outDSState); 103 using BlendStateMap = angle::base::HashingMRUCache<d3d11::BlendStateKey, d3d11::BlendState>; 108 angle::base::HashingMRUCache<d3d11::RasterizerStateKey, d3d11::RasterizerState>; [all …]
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D | Blit11Helper_autogen.inc | 14 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" 15 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" 16 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" 17 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" 18 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h" 19 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" 20 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" 21 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" 22 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" 23 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" [all …]
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D | RenderTarget11.cpp | 27 ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource); in GetTextureProperties() 40 ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); in GetTextureProperties() 53 ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource); in GetTextureProperties() 191 const d3d11::Format &GetSurfaceFormatSet(bool depth, SwapChain11 *swapChain, Renderer11 *renderer) in GetSurfaceFormatSet() 193 return d3d11::Format::Get(GetSurfaceRTFormat(depth, swapChain), in GetSurfaceFormatSet() 199 RenderTarget11::RenderTarget11(const d3d11::Format &formatSet) : mFormatSet(formatSet) {} in RenderTarget11() 203 TextureRenderTarget11::TextureRenderTarget11(d3d11::RenderTargetView &&rtv, in TextureRenderTarget11() 205 const d3d11::SharedSRV &srv, in TextureRenderTarget11() 206 const d3d11::SharedSRV &blitSRV, in TextureRenderTarget11() 208 const d3d11::Format &formatSet, in TextureRenderTarget11() [all …]
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D | ShaderExecutable11.cpp | 21 d3d11::PixelShader &&executable) in ShaderExecutable11() 32 d3d11::VertexShader &&executable, in ShaderExecutable11() 33 d3d11::GeometryShader &&streamOut) in ShaderExecutable11() 44 d3d11::GeometryShader &&executable) in ShaderExecutable11() 55 d3d11::ComputeShader &&executable) in ShaderExecutable11() 66 const d3d11::VertexShader &ShaderExecutable11::getVertexShader() const in getVertexShader() 71 const d3d11::PixelShader &ShaderExecutable11::getPixelShader() const in getPixelShader() 76 const d3d11::GeometryShader &ShaderExecutable11::getGeometryShader() const in getGeometryShader() 81 const d3d11::GeometryShader &ShaderExecutable11::getStreamOutShader() const in getStreamOutShader() 86 const d3d11::ComputeShader &ShaderExecutable11::getComputeShader() const in getComputeShader() [all …]
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D | TextureStorage11.h | 56 const d3d11::Format &getFormatSet() const; 60 const d3d11::SharedSRV **outSRV); 100 const d3d11::SharedSRV **outSRV); 103 const d3d11::SharedSRV **outSRV); 106 const d3d11::SharedUAV **outUAV); 134 const d3d11::RenderTargetView **outRTV) = 0; 138 const d3d11::SharedSRV **outSRV); 157 d3d11::SharedSRV *outSRV) = 0; 162 d3d11::SharedSRV *outSRV) = 0; 167 d3d11::SharedUAV *outUAV) = 0; [all …]
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D | PixelTransfer11.h | 79 const d3d11::PixelShader *findBufferToTexturePS(GLenum internalFormat) const; 84 std::map<GLenum, d3d11::PixelShader> mBufferToTexturePSMap; 85 d3d11::VertexShader mBufferToTextureVS; 86 d3d11::GeometryShader mBufferToTextureGS; 87 d3d11::Buffer mParamsConstantBuffer; 90 d3d11::RasterizerState mCopyRasterizerState; 91 d3d11::DepthStencilState mCopyDepthStencilState;
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/third_party/flutter/skia/third_party/externals/angle2/src/ |
D | libGLESv2.gni | 528 "src/libANGLE/renderer/d3d/d3d11/Blit11.cpp", 529 "src/libANGLE/renderer/d3d/d3d11/Blit11.h", 530 "src/libANGLE/renderer/d3d/d3d11/Blit11Helper_autogen.inc", 531 "src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp", 532 "src/libANGLE/renderer/d3d/d3d11/Buffer11.h", 533 "src/libANGLE/renderer/d3d/d3d11/Clear11.cpp", 534 "src/libANGLE/renderer/d3d/d3d11/Clear11.h", 535 "src/libANGLE/renderer/d3d/d3d11/Context11.cpp", 536 "src/libANGLE/renderer/d3d/d3d11/Context11.h", 537 "src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp", [all …]
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