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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
Dd3d11_blit_shaders_autogen.gni12 "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",
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DRenderTarget11.h26 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,
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DShaderExecutable11.h29 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;
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DClear11.h57 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;
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DBlit11.h31 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;
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DSwapChain11.h50 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;
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DRenderStateCache.h24 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>;
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DBlit11Helper_autogen.inc14 #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"
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DRenderTarget11.cpp27 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()
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DShaderExecutable11.cpp21 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()
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DTextureStorage11.h79 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;
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/
DBUILD.gn133 "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",
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/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
Dd3d11_blit_shaders_autogen.gni12 "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",
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DRenderTarget11.h26 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,
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DShaderExecutable11.h24 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;
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DClear11.h57 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;
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DBlit11.h31 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;
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DSwapChain11.h50 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;
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DRenderStateCache.h24 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>;
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DBlit11Helper_autogen.inc14 #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"
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DRenderTarget11.cpp27 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()
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DShaderExecutable11.cpp21 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()
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DTextureStorage11.h56 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;
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DPixelTransfer11.h79 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;
/third_party/flutter/skia/third_party/externals/angle2/src/
DlibGLESv2.gni528 "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",
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