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Searched refs:input_desc (Results 1 – 12 of 12) sorted by relevance

/third_party/gstreamer/gstplugins_bad/sys/d3d11/
Dgstd3d11overlaycompositor.cpp316 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()
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Dgstd3d11converter.cpp1469 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()
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Dgstd3d11shader.cpp188 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()
Dgstd3d11shader.h41 const D3D11_INPUT_ELEMENT_DESC * input_desc,
Dgstd3d11compositor.cpp2088 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()
Dgstd3d11screencapturesrc.cpp552 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()
Dgstd3d11screencapture.cpp640 D3D11_INPUT_ELEMENT_DESC input_desc[] = { in InitShader() local
650 vs_str, input_desc, G_N_ELEMENTS (input_desc), &vs, &layout)) { in InitShader()
/third_party/mesa3d/src/gallium/auxiliary/translate/
Dtranslate_sse.c479 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()
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/third_party/curl/lib/vauth/
Dkrb5_sspi.c265 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()
/third_party/curl/lib/
Dsocks_sspi.c80 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()
/third_party/gstreamer/gstplugins_bad/tests/examples/d3d11/
Dd3d11device.cpp306 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()
/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_resource.cpp685 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()