/third_party/gstreamer/gstplugins_bad/sys/d3d11/ |
D | gstd3d11overlaycompositor.cpp | 316 D3D11_INPUT_ELEMENT_DESC input_desc[2]; in gst_d3d11_overlay_compositor_setup_shader() local 334 memset (input_desc, 0, sizeof (input_desc)); in gst_d3d11_overlay_compositor_setup_shader() 363 input_desc[0].SemanticName = "POSITION"; in gst_d3d11_overlay_compositor_setup_shader() 364 input_desc[0].SemanticIndex = 0; in gst_d3d11_overlay_compositor_setup_shader() 365 input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; in gst_d3d11_overlay_compositor_setup_shader() 366 input_desc[0].InputSlot = 0; in gst_d3d11_overlay_compositor_setup_shader() 367 input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; in gst_d3d11_overlay_compositor_setup_shader() 368 input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; in gst_d3d11_overlay_compositor_setup_shader() 369 input_desc[0].InstanceDataStepRate = 0; in gst_d3d11_overlay_compositor_setup_shader() 371 input_desc[1].SemanticName = "TEXCOORD"; in gst_d3d11_overlay_compositor_setup_shader() [all …]
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D | gstd3d11converter.cpp | 1469 D3D11_INPUT_ELEMENT_DESC input_desc[2]; in gst_d3d11_color_convert_setup_shader() local 1494 memset (input_desc, 0, sizeof (input_desc)); in gst_d3d11_color_convert_setup_shader() 1637 input_desc[0].SemanticName = "POSITION"; in gst_d3d11_color_convert_setup_shader() 1638 input_desc[0].SemanticIndex = 0; in gst_d3d11_color_convert_setup_shader() 1639 input_desc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; in gst_d3d11_color_convert_setup_shader() 1640 input_desc[0].InputSlot = 0; in gst_d3d11_color_convert_setup_shader() 1641 input_desc[0].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; in gst_d3d11_color_convert_setup_shader() 1642 input_desc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; in gst_d3d11_color_convert_setup_shader() 1643 input_desc[0].InstanceDataStepRate = 0; in gst_d3d11_color_convert_setup_shader() 1645 input_desc[1].SemanticName = "TEXCOORD"; in gst_d3d11_color_convert_setup_shader() [all …]
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D | gstd3d11shader.cpp | 188 const D3D11_INPUT_ELEMENT_DESC * input_desc, guint desc_len, in gst_d3d11_create_vertex_shader() argument 201 g_return_val_if_fail (input_desc != NULL, FALSE); in gst_d3d11_create_vertex_shader() 219 hr = device_handle->CreateInputLayout (input_desc, in gst_d3d11_create_vertex_shader()
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D | gstd3d11shader.h | 41 const D3D11_INPUT_ELEMENT_DESC * input_desc,
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D | gstd3d11compositor.cpp | 2088 D3D11_INPUT_ELEMENT_DESC input_desc; in gst_d3d11_compositor_create_checker_quad() local 2107 memset (&input_desc, 0, sizeof (D3D11_INPUT_ELEMENT_DESC)); in gst_d3d11_compositor_create_checker_quad() 2108 input_desc.SemanticName = "POSITION"; in gst_d3d11_compositor_create_checker_quad() 2109 input_desc.SemanticIndex = 0; in gst_d3d11_compositor_create_checker_quad() 2110 input_desc.Format = DXGI_FORMAT_R32G32B32_FLOAT; in gst_d3d11_compositor_create_checker_quad() 2111 input_desc.InputSlot = 0; in gst_d3d11_compositor_create_checker_quad() 2112 input_desc.AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; in gst_d3d11_compositor_create_checker_quad() 2113 input_desc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; in gst_d3d11_compositor_create_checker_quad() 2114 input_desc.InstanceDataStepRate = 0; in gst_d3d11_compositor_create_checker_quad() 2117 &input_desc, 1, &vs, &layout)) { in gst_d3d11_compositor_create_checker_quad()
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D | gstd3d11screencapturesrc.cpp | 552 D3D11_INPUT_ELEMENT_DESC input_desc[] = { in gst_d3d11_screen_capture_prepare_shader() local 571 vs_str, input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) { in gst_d3d11_screen_capture_prepare_shader()
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D | gstd3d11screencapture.cpp | 640 D3D11_INPUT_ELEMENT_DESC input_desc[] = { in InitShader() local 650 vs_str, input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) { in InitShader()
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/third_party/mesa3d/src/gallium/auxiliary/translate/ |
D | translate_sse.c | 479 const struct util_format_description *input_desc = in translate_attr_convert() local 495 if (input_desc->channel[0].size & 7) in translate_attr_convert() 498 if (input_desc->colorspace != output_desc->colorspace) in translate_attr_convert() 501 for (i = 1; i < input_desc->nr_channels; ++i) { in translate_attr_convert() 503 (&input_desc->channel[i], &input_desc->channel[0], in translate_attr_convert() 504 sizeof(input_desc->channel[0]))) in translate_attr_convert() 518 swizzle[output_desc->swizzle[i]] = input_desc->swizzle[i]; in translate_attr_convert() 531 && i >= input_desc->nr_channels) in translate_attr_convert() 543 switch (input_desc->channel[0].type) { in translate_attr_convert() 548 input_desc->channel[0].size * in translate_attr_convert() [all …]
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/third_party/curl/lib/vauth/ |
D | krb5_sspi.c | 265 SecBufferDesc input_desc; in Curl_auth_create_gssapi_security_message() local 296 input_desc.ulVersion = SECBUFFER_VERSION; in Curl_auth_create_gssapi_security_message() 297 input_desc.cBuffers = 2; in Curl_auth_create_gssapi_security_message() 298 input_desc.pBuffers = input_buf; in Curl_auth_create_gssapi_security_message() 307 status = s_pSecFn->DecryptMessage(krb5->context, &input_desc, 0, &qop); in Curl_auth_create_gssapi_security_message()
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/third_party/curl/lib/ |
D | socks_sspi.c | 80 SecBufferDesc input_desc, output_desc, wrap_desc; in Curl_SOCKS5_gssapi_negotiate() local 119 input_desc.cBuffers = 1; in Curl_SOCKS5_gssapi_negotiate() 120 input_desc.pBuffers = &sspi_recv_token; in Curl_SOCKS5_gssapi_negotiate() 121 input_desc.ulVersion = SECBUFFER_VERSION; in Curl_SOCKS5_gssapi_negotiate() 179 &input_desc, in Curl_SOCKS5_gssapi_negotiate()
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/third_party/gstreamer/gstplugins_bad/tests/examples/d3d11/ |
D | d3d11device.cpp | 306 D3D11_INPUT_ELEMENT_DESC input_desc[] = { in prepare_shader() local 314 hr = d3d11_device->CreateInputLayout (input_desc, G_N_ELEMENTS (input_desc), in prepare_shader()
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/third_party/mesa3d/src/gallium/drivers/d3d12/ |
D | d3d12_resource.cpp | 685 D3D12_RESOURCE_DESC input_desc = GetDesc(input_res); in d3d12_resource_from_resource() local 689 handle.format = d3d12_get_pipe_format(input_desc.Format); in d3d12_resource_from_resource() 694 if(input_desc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER) { in d3d12_resource_from_resource() 697 templ.target = (input_desc.DepthOrArraySize > 1) ? PIPE_TEXTURE_2D_ARRAY : PIPE_TEXTURE_2D; in d3d12_resource_from_resource() 700 templ.format = d3d12_get_pipe_format(input_desc.Format); in d3d12_resource_from_resource() 701 templ.width0 = input_desc.Width; in d3d12_resource_from_resource() 702 templ.height0 = input_desc.Height; in d3d12_resource_from_resource() 703 templ.depth0 = input_desc.DepthOrArraySize; in d3d12_resource_from_resource() 704 templ.array_size = input_desc.DepthOrArraySize; in d3d12_resource_from_resource()
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