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Searched refs:inputLayout (Results 1 – 11 of 11) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/
DProgramD3D.cpp592 ProgramD3D::VertexExecutable::VertexExecutable(const gl::InputLayout &inputLayout, in VertexExecutable() argument
595 : mInputs(inputLayout), mSignature(signature), mShaderExecutable(shaderExecutable) in VertexExecutable()
625 const gl::InputLayout &inputLayout, in getSignature() argument
628 signatureOut->assign(inputLayout.size(), HLSLAttribType::FLOAT); in getSignature()
630 for (size_t index = 0; index < inputLayout.size(); ++index) in getSignature()
632 angle::FormatID vertexFormatID = inputLayout[index]; in getSignature()
1178 gl::InputLayout inputLayout(inputLayoutSize, angle::FormatID::NONE); in loadBinaryShaderExecutables() local
1182 inputLayout[inputIndex] = stream->readEnum<angle::FormatID>(); in loadBinaryShaderExecutables()
1202 VertexExecutable::getSignature(mRenderer, inputLayout, &signature); in loadBinaryShaderExecutables()
1206 new VertexExecutable(inputLayout, signature, shaderExecutable))); in loadBinaryShaderExecutables()
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DDynamicHLSL.h150 const gl::InputLayout &inputLayout,
DDynamicHLSL.cpp146 const InputLayout &inputLayout, in generateVertexShaderForInputLayout() argument
186 inputIndex < inputLayout.size() ? inputLayout[inputIndex] : angle::FormatID::NONE; in generateVertexShaderForInputLayout()
DProgramD3D.h378 VertexExecutable(const gl::InputLayout &inputLayout,
385 const gl::InputLayout &inputLayout,
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp2115 void StateManager11::setInputLayout(const d3d11::InputLayout *inputLayout) in setInputLayout() argument
2117 if (setInputLayoutInternal(inputLayout)) in setInputLayout()
2123 bool StateManager11::setInputLayoutInternal(const d3d11::InputLayout *inputLayout) in setInputLayoutInternal() argument
2126 if (inputLayout == nullptr) in setInputLayoutInternal()
2135 else if (inputLayout->getSerial() != mCurrentInputLayout) in setInputLayoutInternal()
2137 deviceContext->IASetInputLayout(inputLayout->get()); in setInputLayoutInternal()
2138 mCurrentInputLayout = inputLayout->getSerial(); in setInputLayoutInternal()
3041 const d3d11::InputLayout *inputLayout = nullptr; in syncVertexBuffersAndInputLayout() local
3044 vertexOrIndexCount, instanceCount, &inputLayout)); in syncVertexBuffersAndInputLayout()
3045 setInputLayoutInternal(inputLayout); in syncVertexBuffersAndInputLayout()
DStateManager11.h249 void setInputLayout(const d3d11::InputLayout *inputLayout);
427 bool setInputLayoutInternal(const d3d11::InputLayout *inputLayout);
DBlit11.h157 const d3d11::InputLayout *inputLayout; member
DBlit11.cpp769 supportOut->inputLayout = &mQuad2DIL.getObj(); in getShaderSupport()
781 supportOut->inputLayout = &mQuad3DIL.getObj(); in getShaderSupport()
891 stateManager->setInputLayout(support.inputLayout); in swizzleTexture()
1019 stateManager->setInputLayout(support.inputLayout); in copyTexture()
/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/synchronization/
DvktSynchronizationNoneStageTests.cpp180 VkImageLayout inputLayout,
718 VkImageLayout inputLayout, in buildDescriptorSet() argument
724 …mageInfo inputImageInfo = makeDescriptorImageInfo(sampler ? *sampler : 0u, inputView, inputLayout); in buildDescriptorSet()
/third_party/skia/third_party/externals/d3d12allocator/src/
DD3D12Sample.cpp715 const D3D12_INPUT_ELEMENT_DESC inputLayout[] = in InitD3D() local
734 psoDesc.InputLayout.NumElements = _countof(inputLayout); in InitD3D()
735 psoDesc.InputLayout.pInputElementDescs = inputLayout; in InitD3D()
/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/
DvktShaderLibrary.cpp1035 const ValueBufferLayout& inputLayout, in createPipeline() argument
1047 …tributeDescription> vertexAttribParams (getVertexAttributeDescriptions(inputValues, inputLayout)); in createPipeline()