Lines Matching refs:d3d11
61 const d3d11::Buffer &driverConstantBuffer);
231 void setInputLayout(const d3d11::InputLayout *inputLayout);
233 void setSingleVertexBuffer(const d3d11::Buffer *buffer, UINT stride, UINT offset);
248 const d3d11::SharedSRV *srv);
251 const d3d11::ShaderResourceView *srv);
254 void setDrawShaders(const d3d11::VertexShader *vertexShader,
255 const d3d11::GeometryShader *geometryShader,
256 const d3d11::PixelShader *pixelShader);
257 void setVertexShader(const d3d11::VertexShader *shader);
258 void setGeometryShader(const d3d11::GeometryShader *shader);
259 void setPixelShader(const d3d11::PixelShader *shader);
260 void setComputeShader(const d3d11::ComputeShader *shader);
261 void setVertexConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer);
262 void setPixelConstantBuffer(unsigned int slot, const d3d11::Buffer *buffer);
263 void setDepthStencilState(const d3d11::DepthStencilState *depthStencilState, UINT stencilRef);
264 void setSimpleBlendState(const d3d11::BlendState *blendState);
265 void setRasterizerState(const d3d11::RasterizerState *rasterizerState);
268 void setSimplePixelTextureAndSampler(const d3d11::SharedSRV &srv,
269 const d3d11::SamplerState &samplerState);
409 bool setInputLayoutInternal(const d3d11::InputLayout *inputLayout);
608 gl::ShaderMap<d3d11::Buffer> mShaderDriverConstantBuffers;
613 d3d11::Buffer mPointSpriteVertexBuffer;
614 d3d11::Buffer mPointSpriteIndexBuffer;