Searched refs:InputLayout (Results 1 – 19 of 19) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | InputLayoutCache.h | 99 const d3d11::InputLayout **inputLayoutOut); 109 d3d11::InputLayout *inputLayoutOut); 117 using LayoutCache = angle::base::HashingMRUCache<PackedAttributeLayout, d3d11::InputLayout>;
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D | Clear11.h | 57 const d3d11::InputLayout **il, 65 d3d11::InputLayout mIl9;
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D | InputLayoutCache.cpp | 120 const d3d11::InputLayout **inputLayoutOut) in getInputLayout() 181 d3d11::InputLayout newInputLayout; in getInputLayout() 200 d3d11::InputLayout *inputLayoutOut) in createInputLayout()
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D | SwapChain11.h | 120 d3d11::InputLayout mPassThroughIL;
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D | StateManager11.h | 231 void setInputLayout(const d3d11::InputLayout *inputLayout); 409 bool setInputLayoutInternal(const d3d11::InputLayout *inputLayout);
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D | Clear11.cpp | 139 const d3d11::InputLayout **il, in getShadersAndLayout() 726 const d3d11::InputLayout *il = nullptr; in clearFramebuffer()
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D | Blit11.h | 157 const d3d11::InputLayout *inputLayout;
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D | renderer11_utils.h | 277 class LazyInputLayout final : public LazyResource<ResourceType::InputLayout>
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D | ResourceManager11.h | 60 OP(NAME, InputLayout, ID3D11InputLayout, InputElementArray, const ShaderData) \
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D | StateManager11.cpp | 2085 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()
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D | renderer11_utils.cpp | 2346 template angle::Result LazyResource<ResourceType::InputLayout>::resolveImpl(
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/external/angle/src/libANGLE/renderer/d3d/ |
D | ProgramD3D.h | 378 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;
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D | DynamicHLSL.h | 150 const gl::InputLayout &inputLayout,
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D | ProgramD3D.cpp | 42 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()
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D | DynamicHLSL.cpp | 146 const InputLayout &inputLayout, in generateVertexShaderForInputLayout()
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/external/angle/src/libANGLE/ |
D | formatutils.h | 336 typedef std::vector<angle::FormatID> InputLayout; typedef
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/external/skia/src/gpu/d3d/ |
D | GrD3DPipelineStateBuilder.cpp | 533 psoDesc.InputLayout = { inputElements.get(), totalAttributeCnt }; in create_pipeline_state()
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/external/deqp/external/openglcts/modules/gles31/ |
D | es31cProgramInterfaceQueryTests.cpp | 823 class InputLayout : public SimpleShaders class 3730 addChild(new TestSubcase(m_context, "input-layout", TestSubcase::Create<InputLayout>)); in init()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cProgramInterfaceQueryTests.cpp | 963 class InputLayout : public SimpleShaders class 5106 addChild(new TestSubcase(m_context, "input-layout", TestSubcase::Create<InputLayout>)); in init()
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