Searched refs:texture_desc (Results 1 – 7 of 7) sorted by relevance
28 MTLTextureDescriptor* texture_desc = in CreateTexture2D() local33 texture_desc.textureType = MTLTextureType2D; in CreateTexture2D()34 texture_desc.usage = MTLTextureUsageShaderRead; in CreateTexture2D()35 texture_desc.storageMode = MTLStorageModePrivate; in CreateTexture2D()37 id<MTLTexture> texture = [device newTextureWithDescriptor:texture_desc]; in CreateTexture2D()91 const auto* texture_desc = dynamic_cast<const Texture2DDescriptor*>(obj_ptr); in GetGPUResources() local92 if (!texture_desc) { in GetGPUResources()109 MTLTextureDescriptor* texture_desc = in CreateFromTexture2DDescriptor() local114 texture_desc.textureType = MTLTextureType2D; in CreateFromTexture2DDescriptor()115 texture_desc.usage = MTLTextureUsageShaderRead; in CreateFromTexture2DDescriptor()[all …]
36 MTLTextureDescriptor* texture_desc = [[MTLTextureDescriptor alloc] init]; in CreateTextureBuffer() local37 texture_desc.width = flt4_count; in CreateTextureBuffer()38 texture_desc.pixelFormat = in CreateTextureBuffer()40 texture_desc.textureType = MTLTextureTypeTextureBuffer; in CreateTextureBuffer()41 texture_desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageShaderWrite; in CreateTextureBuffer()42 texture_desc.storageMode = buffer.storageMode; in CreateTextureBuffer()43 *texture = [buffer newTextureWithDescriptor:texture_desc in CreateTextureBuffer()85 MTLTextureDescriptor* texture_desc = [MTLTextureDescriptor in AllocateTensorMemory() local91 texture_desc.textureType = MTLTextureType2D; in AllocateTensorMemory()92 texture_desc.usage = in AllocateTensorMemory()[all …]
105 MTLTextureDescriptor* texture_desc = in CreateFromTensorLinearDescriptor() local110 texture_desc.textureType = MTLTextureType2D; in CreateFromTensorLinearDescriptor()111 texture_desc.usage = MTLTextureUsageShaderRead; in CreateFromTensorLinearDescriptor()112 texture_desc.storageMode = MTLStorageModePrivate; in CreateFromTensorLinearDescriptor()114 texture_ = [device newTextureWithDescriptor:texture_desc]; in CreateFromTensorLinearDescriptor()
134 const auto* texture_desc = dynamic_cast<const Texture2DDescriptor*>(desc); in CreateMetalObject() local135 if (texture_desc) { in CreateMetalObject()138 gpu_texture.CreateFromTexture2DDescriptor(*texture_desc, device)); in CreateMetalObject()
73 const auto* texture_desc = dynamic_cast<const Texture2DDescriptor*>(obj_ptr); in GetGPUResources() local74 if (!texture_desc) { in GetGPUResources()
650 const auto* texture_desc = in Encode() local652 if (!texture_desc) continue; in Encode()653 auto desc_fb = Encode(*texture_desc, builder); in Encode()703 const auto* texture_desc = in Encode() local705 if (!texture_desc) continue; in Encode()706 auto desc_fb = Encode(*texture_desc, builder); in Encode()
177 const auto* texture_desc = dynamic_cast<const Texture2DDescriptor*>(desc); in CreateCLObject() local178 if (texture_desc) { in CreateCLObject()181 gpu_texture.CreateFromTexture2DDescriptor(*texture_desc, context)); in CreateCLObject()