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Searched refs:BindFlags (Results 1 – 25 of 48) sorted by relevance

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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
DResourceManager11.cpp291 if ((desc->BindFlags & D3D11_BIND_DEPTH_STENCIL) != 0) in ClearResource()
323 ASSERT((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0); in ClearResource()
341 ASSERT((desc->BindFlags & D3D11_BIND_DEPTH_STENCIL) == 0); in ClearResource()
342 ASSERT((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0); in ClearResource()
451 if ((desc->BindFlags & (D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_RENDER_TARGET)) != 0) in createInitDataIfNeeded()
501 if ((desc->BindFlags & D3D11_BIND_RENDER_TARGET) != 0) in createInitDataIfNeeded()
DSwapChain11.cpp242 if ((offscreenTextureDesc.BindFlags & D3D11_BIND_RENDER_TARGET) == 0) in resetOffscreenColorBuffer()
262 offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; in resetOffscreenColorBuffer()
331 if (offscreenTextureDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE) in resetOffscreenColorBuffer()
394 depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; in resetOffscreenDepthBuffer()
416 depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE; in resetOffscreenDepthBuffer()
696 vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in initPassThroughResources()
992 offscreenCopyDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in getRenderTargetShaderResource()
DExternalImageSiblingImpl11.cpp49 mIsRenderable = (textureDesc.BindFlags & D3D11_BIND_RENDER_TARGET) && in initialize()
53 mIsTexturable = (textureDesc.BindFlags & D3D11_BIND_SHADER_RESOURCE) && in initialize()
DBuffer11.cpp1292 bufferDesc->BindFlags = 0; in FillBufferDesc()
1298 bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER; in FillBufferDesc()
1302 bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT; in FillBufferDesc()
1310 bufferDesc->BindFlags = D3D11_BIND_INDEX_BUFFER; in FillBufferDesc()
1317 bufferDesc->BindFlags = 0; in FillBufferDesc()
1323 bufferDesc->BindFlags = D3D11_BIND_SHADER_RESOURCE; in FillBufferDesc()
1329 bufferDesc->BindFlags = D3D11_BIND_CONSTANT_BUFFER; in FillBufferDesc()
1348 bufferDesc->BindFlags = D3D11_BIND_UNORDERED_ACCESS; in FillBufferDesc()
1480 bufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in resizeStructuredBuffer()
1633 bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in getBuffer()
DShaderExecutable11.cpp106 desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; in getConstantBuffer()
DIndexBuffer11.cpp43 bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; in initialize()
DVertexBuffer11.cpp49 bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in initialize()
DImage11.cpp485 resolveDesc.BindFlags = 0; in copyWithoutConversion()
561 desc.BindFlags = 0; in createStagingTexture()
600 desc.BindFlags = 0; in createStagingTexture()
DTextureStorage11.cpp1280 desc.BindFlags = getBindFlags(); in ensureTextureExists()
1548 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; in getSwizzleTexture()
1599 dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; in ensureDropStencilTexture()
1992 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; in getSwizzleTexture()
2418 desc.BindFlags = getBindFlags(); in ensureTextureExists()
2729 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; in getSwizzleTexture()
2782 dropDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; in ensureDropStencilTexture()
2959 desc.BindFlags = getBindFlags(); in getResource()
3157 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; in getSwizzleTexture()
3352 desc.BindFlags = getBindFlags(); in getResource()
[all …]
/third_party/gstreamer/gstplugins_bad/gst-libs/gst/d3d11/
Dgstd3d11memory.cpp108 ret->desc[i].BindFlags = bind_flags; in gst_d3d11_allocation_params_new()
119 ret->desc[0].BindFlags = bind_flags; in gst_d3d11_allocation_params_new()
698 if ((priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) == in create_shader_resource_views()
737 if (!(priv->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE)) { in gst_d3d11_memory_ensure_shader_resource_view()
739 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags); in gst_d3d11_memory_ensure_shader_resource_view()
854 if ((priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET) == in create_render_target_views()
893 if (!(priv->desc.BindFlags & D3D11_BIND_RENDER_TARGET)) { in gst_d3d11_memory_ensure_render_target_view()
895 "Need BindFlags, current flag 0x%x", priv->desc.BindFlags); in gst_d3d11_memory_ensure_render_target_view()
977 if (!(dmem_priv->desc.BindFlags & D3D11_BIND_DECODER)) { in gst_d3d11_memory_ensure_decoder_output_view()
979 "Need BindFlags, current flag 0x%x", dmem_priv->desc.BindFlags); in gst_d3d11_memory_ensure_decoder_output_view()
[all …]
/third_party/gstreamer/gstplugins_bad/tests/examples/d3d11/
Dd3d11device.cpp116 texture_desc.BindFlags = in prepare_shared_texture()
324 buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in prepare_shader()
370 buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; in prepare_shader()
/third_party/ffmpeg/libavutil/
Dhwcontext_d3d11va.h160 UINT BindFlags; member
Dhwcontext_d3d11va.c192 .BindFlags = hwctx->BindFlags, in d3d11va_alloc_single()
256 .BindFlags = hwctx->BindFlags, in d3d11va_frames_init()
/third_party/skia/third_party/externals/imgui/backends/
Dimgui_impl_dx10.cpp131 desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; in ImGui_ImplDX10_RenderDrawData()
146 desc.BindFlags = D3D10_BIND_INDEX_BUFFER; in ImGui_ImplDX10_RenderDrawData()
314 desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; in ImGui_ImplDX10_CreateFontsTexture()
427 desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; in ImGui_ImplDX10_CreateDeviceObjects()
Dimgui_impl_dx11.cpp135 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in ImGui_ImplDX11_RenderDrawData()
149 desc.BindFlags = D3D11_BIND_INDEX_BUFFER; in ImGui_ImplDX11_RenderDrawData()
326 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in ImGui_ImplDX11_CreateFontsTexture()
439 desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; in ImGui_ImplDX11_CreateDeviceObjects()
/third_party/cef/libcef/browser/gpu/
Dexternal_texture_manager.cc67 td.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; in Initialize()
78 td.BindFlags = D3D11_BIND_SHADER_RESOURCE; in Initialize()
/third_party/skia/third_party/externals/angle2/src/tests/egl_tests/
DEGLPresentPathD3D11Test.cpp107 textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; in createPbufferFromClientBufferSurface()
254 textureDesc.BindFlags = 0; in checkPixelsUsingD3D()
DEGLStreamTest.cpp495 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in TEST_P()
608 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in TEST_P()
754 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in TEST_P()
926 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in TEST_P()
/third_party/gstreamer/gstplugins_bad/sys/d3d11/
Dgstd3d11overlaycompositor.cpp188 texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in gst_d3d11_composition_overlay_new()
212 buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in gst_d3d11_composition_overlay_new()
405 buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; in gst_d3d11_overlay_compositor_setup_shader()
Dgstd3d11screencapture.cpp280 texture_desc.BindFlags = in Init()
404 Desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; in DrawMouse()
485 BDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in DrawMouse()
1000 MoveDesc.BindFlags = D3D11_BIND_RENDER_TARGET; in CopyMove()
1238 BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in CopyDirty()
1360 CopyBufferDesc.BindFlags = 0; in ProcessMonoMask()
/third_party/skia/third_party/externals/dawn/src/dawn_native/d3d12/
DD3D11on12Util.cpp136 resourceFlags.BindFlags = 0; in GetOrCreateD3D11on12Resource()
/third_party/mesa3d/src/gallium/frontends/d3d10umd/
DResource.cpp212 pCreateResource->BindFlags); in CreateResource()
279 BOOL bindDepthStencil = !!(pCreateResource->BindFlags & D3D10_DDI_BIND_DEPTH_STENCIL); in CreateResource()
290 templat.bind = translate_resource_flags(pCreateResource->BindFlags); in CreateResource()
/third_party/cef/tests/cefclient/browser/
Dosr_d3d11_win.cc556 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in create_quad()
586 if (td.BindFlags & D3D11_BIND_SHADER_RESOURCE) { in open_shared_texture()
610 td.BindFlags = D3D11_BIND_SHADER_RESOURCE; in create_texture()
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
DD3D11EmulatedIndexedBufferTest.cpp71 bufferDesc.BindFlags = 0; in createMappableCompareBufferFromEmulatedBuffer()
/third_party/mesa3d/src/gallium/targets/d3d10sw/tests/
Dtri.cpp226 BufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; in main()

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