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/third_party/skia/third_party/externals/egl-registry/extensions/ANGLE/
DEGL_ANGLE_surface_d3d_texture_2d_share_handle.txt41 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
/third_party/EGL/extensions/ANGLE/
DEGL_ANGLE_surface_d3d_texture_2d_share_handle.txt41 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
/third_party/skia/third_party/externals/angle2/extensions/
DEGL_ANGLE_surface_d3d_texture_2d_share_handle.txt41 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
DEGL_ANGLE_device_creation_d3d11.txt44 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."
DEGL_ANGLE_direct3d_display.txt58 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
/third_party/openGLES/extensions/ARB/
DARB_clip_control.txt68 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 …]
DARB_vertex_array_bgra.txt80 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.
/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_clip_control.txt58 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 …]
DARB_vertex_array_bgra.txt70 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.
/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/
DEXT_texture_sRGB_decode.txt455 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 …]
DEXT_vertex_array_bgra.txt62 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.
DEXT_provoking_vertex.txt71 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 …]
/third_party/openGLES/extensions/EXT/
DEXT_texture_sRGB_decode.txt455 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 …]
DEXT_vertex_array_bgra.txt62 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.
DEXT_provoking_vertex.txt71 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 …]
/third_party/vk-gl-cts/external/vulkan-docs/src/chapters/VK_NV_win32_keyed_mutex/
Dkeyed_mutex_submit.txt7 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.
Dkeyed_mutex_submit.adoc7 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.
/third_party/skia/third_party/externals/angle2/
DREADME.md6 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
/third_party/skia/third_party/externals/angle2/doc/
DBufferImplementation.md3 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
/third_party/openGLES/extensions/NV/
DWGL_NV_DX_interop2.txt37 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
DWGL_NV_DX_interop.txt72 <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 …]
/third_party/skia/third_party/externals/opengl-registry/extensions/NV/
DWGL_NV_DX_interop2.txt37 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
DWGL_NV_DX_interop.txt72 <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 …]
/third_party/vk-gl-cts/external/vulkan-docs/src/appendices/
DVK_KHR_win32_keyed_mutex.adoc20 Applications that wish to import Direct3D 11 memory objects into the Vulkan
22 to the memory between Vulkan and Direct3D.
DVK_KHR_win32_keyed_mutex.txt20 Applications that wish to import Direct3D 11 memory objects into the Vulkan
22 to the memory between Vulkan and Direct3D.

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