Searched refs:Direct3D (Results 1 – 25 of 125) sorted by relevance
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/third_party/skia/third_party/externals/egl-registry/extensions/ANGLE/ |
D | EGL_ANGLE_surface_d3d_texture_2d_share_handle.txt | 41 backed by Direct3D 2D textures. For such surfaces, a D3D share 43 from the Direct3D API. 65 EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE pointer Direct3D share handle 69 "Querying EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE returns a Direct3D 72 eglQuerySurfaceAttribPointerANGLE. Before using a Direct3D surface 76 The Direct3D share handle may be passed as the pSharedHandle 78 Direct3D10 OpenSharedResource function. If used with Direct3D 9, 81 Direct3D 10, OpenSharedResource should be called with the
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/third_party/EGL/extensions/ANGLE/ |
D | EGL_ANGLE_surface_d3d_texture_2d_share_handle.txt | 41 backed by Direct3D 2D textures. For such surfaces, a D3D share 43 from the Direct3D API. 65 EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE pointer Direct3D share handle 69 "Querying EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE returns a Direct3D 72 eglQuerySurfaceAttribPointerANGLE. Before using a Direct3D surface 76 The Direct3D share handle may be passed as the pSharedHandle 78 Direct3D10 OpenSharedResource function. If used with Direct3D 9, 81 Direct3D 10, OpenSharedResource should be called with the
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/third_party/skia/third_party/externals/angle2/extensions/ |
D | EGL_ANGLE_surface_d3d_texture_2d_share_handle.txt | 41 backed by Direct3D 2D textures. For such surfaces, a D3D share 43 from the Direct3D API. 65 EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE pointer Direct3D share handle 69 "Querying EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE returns a Direct3D 72 eglQuerySurfaceAttribPointerANGLE. Before using a Direct3D surface 76 The Direct3D share handle may be passed as the pSharedHandle 78 Direct3D10 OpenSharedResource function. If used with Direct3D 9, 81 Direct3D 10, OpenSharedResource should be called with the
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D | EGL_ANGLE_device_creation_d3d11.txt | 44 Direct3D 11 device. 47 initialize a display using an existing Direct3D 11 device, but 73 <native_device> must be a valid pointer to a Direct3D 11 device. If 74 <native_device> is not a valid pointer to a Direct3D 11 device then the 79 "If a Direct3D 11 device used to create a device experiences a "lost device" 83 more information on "lost device", see the Direct3D documentation."
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D | EGL_ANGLE_direct3d_display.txt | 58 will be backed by a Direct3D 11 renderer if one is available, or by a 59 Direct3D 9 renderer otherwise. If <display_id> is EGL_D3D11_ONLY_DISPLAY_ANGLE, 60 the display returned will be backed by a Direct3D 11 renderer if one is
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/third_party/openGLES/extensions/ARB/ |
D | ARB_clip_control.txt | 68 allow OpenGL to effectively match Direct3D's coordinate system 73 from Direct3D to OpenGL and/or interested in improving the numerical 86 This extension can be used to render content used in a Direct3D 93 coordinate of 0 as in Direct3D. Geometry with (x,y) normalized device 95 in Direct3D, so no change relative to OpenGL conventions is needed there. 97 for the application to map from Direct3D to OpenGL window coordinate 98 conventions. For example, the viewport rectangle in Direct3D needs to be 105 When rendering Direct3D content into a framebuffer object in OpenGL, there 107 textures. Direct3D applications would expect a texture coordinate of 110 rendered image. For applications wishing to use Direct3D content with [all …]
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D | ARB_vertex_array_bgra.txt | 80 However Direct3D has color (diffuse and specular) vertex arrays 83 to higher address order). Direct3D calls this "ARGB" reading the 90 buffer formatted for Direct3D's color array format conventions, 97 Direct3D's native BGRA order to OpenGL's native RGBA order. 120 matches the Direct3D color component ordering. 297 Direct3D allows a BGRA-ordered secondary color (its specular 327 This is consistent with Direct3D's use of the D3DCOLOR type which 362 purpose of BGRA support to match Direct3D). Texture coordinate 366 11. What Direct3D 9 functionality provides BGRA vertex arrays? 369 Formats (FVFs) or a Direct3D 9 Vertex Declaration.
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/ |
D | ARB_clip_control.txt | 58 allow OpenGL to effectively match Direct3D's coordinate system 63 from Direct3D to OpenGL and/or interested in improving the numerical 76 This extension can be used to render content used in a Direct3D 83 coordinate of 0 as in Direct3D. Geometry with (x,y) normalized device 85 in Direct3D, so no change relative to OpenGL conventions is needed there. 87 for the application to map from Direct3D to OpenGL window coordinate 88 conventions. For example, the viewport rectangle in Direct3D needs to be 95 When rendering Direct3D content into a framebuffer object in OpenGL, there 97 textures. Direct3D applications would expect a texture coordinate of 100 rendered image. For applications wishing to use Direct3D content with [all …]
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D | ARB_vertex_array_bgra.txt | 70 However Direct3D has color (diffuse and specular) vertex arrays 73 to higher address order). Direct3D calls this "ARGB" reading the 80 buffer formatted for Direct3D's color array format conventions, 87 Direct3D's native BGRA order to OpenGL's native RGBA order. 110 matches the Direct3D color component ordering. 287 Direct3D allows a BGRA-ordered secondary color (its specular 317 This is consistent with Direct3D's use of the D3DCOLOR type which 352 purpose of BGRA support to match Direct3D). Texture coordinate 356 11. What Direct3D 9 functionality provides BGRA vertex arrays? 359 Formats (FVFs) or a Direct3D 9 Vertex Declaration.
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/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/ |
D | EXT_texture_sRGB_decode.txt | 455 Direct3D 9 handles this situation by advertising for each surface 457 parameter. In practice, Direct3D 9 implementation only advertise 470 roughly corresponds to Direct3D 9's D3DUSAGE_QUERY_SRGBWRITE 516 Direct3D 10 and Direct3D 11 expect mipmap generation for sRGB 521 Direct3D 9 expects to NOT perform sRGB-correct mipmap generation. 539 12) How is this extension expected to be used for Direct3D 9 emulation? 541 RESOLVED: Direct3D texture resources that are created with a 546 This means that normal "linear" RGBA8 textures for Direct3D 9 576 When rendering into a surface in Direct3D 9 with the 593 13) How is this extension expected to be used for Direct3D 10 and [all …]
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D | EXT_vertex_array_bgra.txt | 62 However Direct3D has color (diffuse and specular) vertex arrays 65 to higher address order). Direct3D calls this "ARGB" reading the 72 buffer formatted for Direct3D's color array format conventions, 79 Direct3D's native BGRA order to OpenGL's native RGBA order. 102 matches the Direct3D color component ordering. 272 Direct3D allows a BGRA-ordered secondary color (its specular 302 This is consistent with Direct3D's use of the D3DCOLOR type which 337 purpose of BGRA support to match Direct3D). Texture coordinate 341 11. What Direct3D 9 functionality provides BGRA vertex arrays? 344 Formats (FVFs) or a Direct3D 9 Vertex Declaration.
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D | EXT_provoking_vertex.txt | 71 as Reality Lab and Direct3D have adopted the "first vertex of the 284 Direct3D's provoking vertex conventions must have support for 285 "first vertex" for triangles and lines because Direct3D demands 286 these conventions. Direct3D does not demand a convention for 350 Direct3D does not support line loops. 394 to Direct3D's "first vertex provokes" convention for line and 452 supporting Direct3D content that depends on the Direct3D's 453 provoking vertex convention yet Direct3D does not support quad 460 Direct3D does support with a first vertex provoking vertex 496 with Direct3D's provoking vertex convention as well as OpenGL's [all …]
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/third_party/openGLES/extensions/EXT/ |
D | EXT_texture_sRGB_decode.txt | 455 Direct3D 9 handles this situation by advertising for each surface 457 parameter. In practice, Direct3D 9 implementation only advertise 470 roughly corresponds to Direct3D 9's D3DUSAGE_QUERY_SRGBWRITE 516 Direct3D 10 and Direct3D 11 expect mipmap generation for sRGB 521 Direct3D 9 expects to NOT perform sRGB-correct mipmap generation. 539 12) How is this extension expected to be used for Direct3D 9 emulation? 541 RESOLVED: Direct3D texture resources that are created with a 546 This means that normal "linear" RGBA8 textures for Direct3D 9 576 When rendering into a surface in Direct3D 9 with the 593 13) How is this extension expected to be used for Direct3D 10 and [all …]
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D | EXT_vertex_array_bgra.txt | 62 However Direct3D has color (diffuse and specular) vertex arrays 65 to higher address order). Direct3D calls this "ARGB" reading the 72 buffer formatted for Direct3D's color array format conventions, 79 Direct3D's native BGRA order to OpenGL's native RGBA order. 102 matches the Direct3D color component ordering. 272 Direct3D allows a BGRA-ordered secondary color (its specular 302 This is consistent with Direct3D's use of the D3DCOLOR type which 337 purpose of BGRA support to match Direct3D). Texture coordinate 341 11. What Direct3D 9 functionality provides BGRA vertex arrays? 344 Formats (FVFs) or a Direct3D 9 Vertex Declaration.
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D | EXT_provoking_vertex.txt | 71 as Reality Lab and Direct3D have adopted the "first vertex of the 284 Direct3D's provoking vertex conventions must have support for 285 "first vertex" for triangles and lines because Direct3D demands 286 these conventions. Direct3D does not demand a convention for 350 Direct3D does not support line loops. 394 to Direct3D's "first vertex provokes" convention for line and 452 supporting Direct3D content that depends on the Direct3D's 453 provoking vertex convention yet Direct3D does not support quad 460 Direct3D does support with a first vertex provoking vertex 496 with Direct3D's provoking vertex convention as well as OpenGL's [all …]
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/third_party/vk-gl-cts/external/vulkan-docs/src/chapters/VK_NV_win32_keyed_mutex/ |
D | keyed_mutex_submit.txt | 7 When submitting work that operates on memory imported from a Direct3D 11 10 Keyed mutexes are a property of a properly created shareable Direct3D 11 26 objects which were imported from Direct3D 11 resources. 37 objects which were imported from Direct3D 11 resources.
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D | keyed_mutex_submit.adoc | 7 When submitting work that operates on memory imported from a Direct3D 11 10 Keyed mutexes are a property of a properly created shareable Direct3D 11 26 objects which were imported from Direct3D 11 resources. 37 objects which were imported from Direct3D 11 resources.
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/third_party/skia/third_party/externals/angle2/ |
D | README.md | 6 desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to 11 | | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan … 20 | | Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | M… 49 quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D
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/third_party/skia/third_party/externals/angle2/doc/ |
D | BufferImplementation.md | 3 Since Direct3D 9 only supports buffers that either contain vertex or index data, 31 data). Direct3D 9 allows to efficiently update vertex and index buffers when 72 required by the Direct3D 9 draw calls, and is also used to know the range of 81 draw call. Direct3D 9 doesn't have a similar concept, at least not explicitly. 94 Direct3D 9 does not support the 'line loop' primitive type directly. This is 101 Direct3D index buffer containing the necessary data. If an element array is used 113 VertexDataManager::prepareVertexData() to retrieve a set of Direct3D vertex
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/third_party/openGLES/extensions/NV/ |
D | WGL_NV_DX_interop2.txt | 37 Direct3D 10-capable GPU required for ID3D10Device usage. 38 Direct3D 11-capable GPU required for ID3D11Device usage. 149 Example: Render to Direct3D 11 backbuffer with openGL. 201 // register the Direct3D color and depth/stencil buffers as 218 // attach the Direct3D buffers to an FBO
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D | WGL_NV_DX_interop.txt | 72 <dxDevice> is a pointer to a supported Direct3D device 77 When wglDXOpenDeviceNV fails to open a Direct3D device, NULL is 81 ERROR_OPEN_FAILED Could not open the Direct3D device. 98 among several Direct3D devices. 110 under a WDDM operating system, it is required that the Direct3D 197 ERROR_OPEN_FAILED Opening the Direct3D resource failed. 388 ERROR_INVALID_DATA The Direct3D device failed to 472 Render to Direct3D 9 multisample color and depth buffers with 493 // create the Direct3D render targets 511 // register the Direct3D device with GL [all …]
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/third_party/skia/third_party/externals/opengl-registry/extensions/NV/ |
D | WGL_NV_DX_interop2.txt | 37 Direct3D 10-capable GPU required for ID3D10Device usage. 38 Direct3D 11-capable GPU required for ID3D11Device usage. 149 Example: Render to Direct3D 11 backbuffer with openGL. 201 // register the Direct3D color and depth/stencil buffers as 218 // attach the Direct3D buffers to an FBO
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D | WGL_NV_DX_interop.txt | 72 <dxDevice> is a pointer to a supported Direct3D device 77 When wglDXOpenDeviceNV fails to open a Direct3D device, NULL is 81 ERROR_OPEN_FAILED Could not open the Direct3D device. 98 among several Direct3D devices. 110 under a WDDM operating system, it is required that the Direct3D 197 ERROR_OPEN_FAILED Opening the Direct3D resource failed. 388 ERROR_INVALID_DATA The Direct3D device failed to 472 Render to Direct3D 9 multisample color and depth buffers with 493 // create the Direct3D render targets 511 // register the Direct3D device with GL [all …]
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/third_party/vk-gl-cts/external/vulkan-docs/src/appendices/ |
D | VK_KHR_win32_keyed_mutex.adoc | 20 Applications that wish to import Direct3D 11 memory objects into the Vulkan 22 to the memory between Vulkan and Direct3D.
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D | VK_KHR_win32_keyed_mutex.txt | 20 Applications that wish to import Direct3D 11 memory objects into the Vulkan 22 to the memory between Vulkan and Direct3D.
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