Searched refs:NumDescriptors (Results 1 – 17 of 17) sorted by relevance
17 heapDesc.NumDescriptors = numDescriptors; in Make()38 SkASSERT(index < fHeap->GetDesc().NumDescriptors); in getCPUHandle()45 SkASSERT(index < fHeap->GetDesc().NumDescriptors); in getGPUHandle()
37 samplerRanges[i].NumDescriptors = 1; in Make()46 shaderViewRanges[i].NumDescriptors = 1; in Make()57 shaderViewRanges[numTextureSamplers].NumDescriptors = numUAVs; in Make()
45 SkASSERT(index < fHeap->GetDesc().NumDescriptors); in getIndex()53 SkASSERT(index < fHeap->GetDesc().NumDescriptors); in getIndex()
103 range.NumDescriptors = 1; in BindGroupLayout()119 previous.BaseShaderRegister + previous.NumDescriptors == in BindGroupLayout()121 previous.NumDescriptors += range.NumDescriptors; in BindGroupLayout()
73 heapDescriptor.NumDescriptors = mHeapSize; in AllocateCPUHeap()
150 heapDescriptor.NumDescriptors = descriptorCount; in AllocateHeap()
114 int NumDescriptors = 0; in finishAssembly() local123 NumDescriptors++; in finishAssembly()127 if (NumDescriptors >= 1 << 16) { in finishAssembly()131 AP.emitInt16(NumDescriptors); in finishAssembly()
83 ranges.back().BaseShaderRegister + ranges.back().NumDescriptors == resid) { in add()84 ranges.back().NumDescriptors++; in add()91 range.NumDescriptors = 1; in add()
623 i < range.NumDescriptors; i++) { in run_shader_with_raw_args()732 heap_desc.NumDescriptors = 1000; in SetUp()
363 range->NumDescriptors = desc_count; in dzn_descriptor_set_layout_create()372 set_layout->dynamic_buffers.count += range->NumDescriptors; in dzn_descriptor_set_layout_create()373 set_layout->dynamic_buffers.desc_count += range->NumDescriptors; in dzn_descriptor_set_layout_create()376 set_layout->range_desc_count[type] += range->NumDescriptors; in dzn_descriptor_set_layout_create()391 set_layout->dynamic_buffers.desc_count += range->NumDescriptors; in dzn_descriptor_set_layout_create()394 set_layout->range_desc_count[type] += range->NumDescriptors; in dzn_descriptor_set_layout_create()444 return layout->ranges[visibility][type][range_idx].NumDescriptors; in dzn_descriptor_set_layout_get_desc_count()814 .NumDescriptors = desc_count, in dzn_descriptor_heap_init()
547 .NumDescriptors = 1, in dzn_meta_blit_create()
284 desc.NumDescriptors = NUM_BACK_BUFFERS; in CreateDeviceD3D()302 desc.NumDescriptors = 1; in CreateDeviceD3D()
494 rtvHeapDesc.NumDescriptors = FRAME_BUFFER_COUNT; // number of descriptors for this heap. in InitD3D()546 dsvHeapDesc.NumDescriptors = 1; in InitD3D()603 cbDescriptorRange.NumDescriptors = 1; in InitD3D()610 textureDescRange.NumDescriptors = 1; in InitD3D()669 heapDesc.NumDescriptors = 2; in InitD3D()
67 heap->desc.NumDescriptors = num_descriptors; in d3d12_descriptor_heap_new()
83 range->NumDescriptors = num_descs; in init_range()
451 descRange.NumDescriptors = 1; in ImGui_ImplDX12_CreateDeviceObjects()
646 UINT NumDescriptors;664 …size arrays instead of using variable descriptor counts. This means `NumDescriptors` is effectivel…665 …* Create a `VkBuffer`, size equal to `NumDescriptors` multiplied by the descriptor size within it,…