Searched refs:ShaderResourceView (Results 1 – 9 of 9) sorted by relevance
364 struct ShaderResourceView struct370 static inline ShaderResourceView * argument373 return static_cast<ShaderResourceView *>(hShaderResourceView.pDrvPrivate); in CastShaderResourceView()380 ShaderResourceView *pSRView = CastShaderResourceView(hShaderResourceView); in CastPipeShaderResourceView()
1154 return sizeof(ShaderResourceView); in CalcPrivateShaderResourceViewSize()1176 return sizeof(ShaderResourceView); in CalcPrivateShaderResourceViewSize1()1201 ShaderResourceView *pSRView = CastShaderResourceView(hShaderResourceView); in CreateShaderResourceView()1281 ShaderResourceView *pSRView = CastShaderResourceView(hShaderResourceView); in CreateShaderResourceView1()1361 ShaderResourceView *pSRView = CastShaderResourceView(hShaderResourceView); in DestroyShaderResourceView()
75 const d3d11::ShaderResourceView **srvOut);78 const d3d11::ShaderResourceView **srvOut);
183 const d3d11::ShaderResourceView **srvOut);201 std::map<DXGI_FORMAT, d3d11::ShaderResourceView> mBufferResourceViews;219 const d3d11::ShaderResourceView **bufferOut);222 d3d11::ShaderResourceView mStructuredBufferResourceView;767 const d3d11::ShaderResourceView **srvOut) in getSRV()917 const d3d11::ShaderResourceView **srvOut) in getStructuredBufferRangeSRV()1386 const d3d11::ShaderResourceView **srvOut) in getSRVForFormat()1509 const d3d11::ShaderResourceView **srvOut) in getStructuredBufferRangeSRV()
186 const d3d11::ShaderResourceView *bufferSRV = nullptr; in copyBufferToTexture()
291 d3d11::ShaderResourceView mStencilSRV;
71 OP(NAME, ShaderResourceView, ID3D11ShaderResourceView, D3D11_SHADER_RESOURCE_VIEW_DESC, \
269 const d3d11::ShaderResourceView *srv);
1823 setShaderResourceInternal<d3d11::ShaderResourceView>( in unsetConflictingSRVs()2389 const d3d11::ShaderResourceView *srv) in setShaderResource()2878 setShaderResourceInternal<d3d11::ShaderResourceView>(type, static_cast<UINT>(index), in setTextureForImage()3696 const d3d11::ShaderResourceView *bufferSRV = nullptr; in syncUniformBuffersForShader()