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Searched refs:InputLayout (Results 1 – 19 of 19) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d11/
DInputLayoutCache.h99 const d3d11::InputLayout **inputLayoutOut);
109 d3d11::InputLayout *inputLayoutOut);
117 using LayoutCache = angle::base::HashingMRUCache<PackedAttributeLayout, d3d11::InputLayout>;
DClear11.h57 const d3d11::InputLayout **il,
65 d3d11::InputLayout mIl9;
DInputLayoutCache.cpp120 const d3d11::InputLayout **inputLayoutOut) in getInputLayout()
181 d3d11::InputLayout newInputLayout; in getInputLayout()
200 d3d11::InputLayout *inputLayoutOut) in createInputLayout()
DSwapChain11.h120 d3d11::InputLayout mPassThroughIL;
DStateManager11.h231 void setInputLayout(const d3d11::InputLayout *inputLayout);
409 bool setInputLayoutInternal(const d3d11::InputLayout *inputLayout);
DClear11.cpp139 const d3d11::InputLayout **il, in getShadersAndLayout()
726 const d3d11::InputLayout *il = nullptr; in clearFramebuffer()
DBlit11.h157 const d3d11::InputLayout *inputLayout;
Drenderer11_utils.h277 class LazyInputLayout final : public LazyResource<ResourceType::InputLayout>
DResourceManager11.h60 OP(NAME, InputLayout, ID3D11InputLayout, InputElementArray, const ShaderData) \
DStateManager11.cpp2085 void StateManager11::setInputLayout(const d3d11::InputLayout *inputLayout) in setInputLayout()
2093 bool StateManager11::setInputLayoutInternal(const d3d11::InputLayout *inputLayout) in setInputLayoutInternal()
3011 const d3d11::InputLayout *inputLayout = nullptr; in syncVertexBuffersAndInputLayout()
Drenderer11_utils.cpp2346 template angle::Result LazyResource<ResourceType::InputLayout>::resolveImpl(
/external/angle/src/libANGLE/renderer/d3d/
DProgramD3D.h378 VertexExecutable(const gl::InputLayout &inputLayout,
385 const gl::InputLayout &inputLayout,
388 const gl::InputLayout &inputs() const { return mInputs; } in inputs()
395 gl::InputLayout mInputs;
578 gl::InputLayout mCachedInputLayout;
DDynamicHLSL.h150 const gl::InputLayout &inputLayout,
DProgramD3D.cpp42 void GetDefaultInputLayoutFromShader(gl::Shader *vertexShader, gl::InputLayout *inputLayoutOut) in GetDefaultInputLayoutFromShader()
592 ProgramD3D::VertexExecutable::VertexExecutable(const gl::InputLayout &inputLayout, in VertexExecutable()
625 const gl::InputLayout &inputLayout, in getSignature()
1178 gl::InputLayout inputLayout(inputLayoutSize, angle::FormatID::NONE); in loadBinaryShaderExecutables()
1458 const gl::InputLayout &inputLayout = vertexExecutable->inputs(); in save()
DDynamicHLSL.cpp146 const InputLayout &inputLayout, in generateVertexShaderForInputLayout()
/external/angle/src/libANGLE/
Dformatutils.h336 typedef std::vector<angle::FormatID> InputLayout; typedef
/external/skia/src/gpu/d3d/
DGrD3DPipelineStateBuilder.cpp533 psoDesc.InputLayout = { inputElements.get(), totalAttributeCnt }; in create_pipeline_state()
/external/deqp/external/openglcts/modules/gles31/
Des31cProgramInterfaceQueryTests.cpp823 class InputLayout : public SimpleShaders class
3730 addChild(new TestSubcase(m_context, "input-layout", TestSubcase::Create<InputLayout>)); in init()
/external/deqp/external/openglcts/modules/gl/
Dgl4cProgramInterfaceQueryTests.cpp963 class InputLayout : public SimpleShaders class
5106 addChild(new TestSubcase(m_context, "input-layout", TestSubcase::Create<InputLayout>)); in init()