Lines Matching refs:resourceDesc

270     D3D12_RESOURCE_DESC resourceDesc = {};  in createD3DTexture()  local
271 resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; in createD3DTexture()
274 resourceDesc.Alignment = 0; in createD3DTexture()
275 resourceDesc.Width = dimensions.fWidth; in createD3DTexture()
276 resourceDesc.Height = dimensions.fHeight; in createD3DTexture()
277 resourceDesc.DepthOrArraySize = 1; in createD3DTexture()
278 resourceDesc.MipLevels = mipLevelCount; in createD3DTexture()
279 resourceDesc.Format = dxgiFormat; in createD3DTexture()
280 resourceDesc.SampleDesc.Count = 1; in createD3DTexture()
281 resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN; in createD3DTexture()
282 resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // use driver-selected swizzle in createD3DTexture()
283 resourceDesc.Flags = usageFlags; in createD3DTexture()
287 this, budgeted, dimensions, renderTargetSampleCnt, resourceDesc, isProtected, in createD3DTexture()
290 return GrD3DTexture::MakeNewTexture(this, budgeted, dimensions, resourceDesc, isProtected, in createD3DTexture()
1101 D3D12_RESOURCE_DESC resourceDesc = {}; in createTextureResourceForBackendSurface() local
1102 resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; in createTextureResourceForBackendSurface()
1103 resourceDesc.Alignment = 0; // use default alignment in createTextureResourceForBackendSurface()
1104 resourceDesc.Width = dimensions.fWidth; in createTextureResourceForBackendSurface()
1105 resourceDesc.Height = dimensions.fHeight; in createTextureResourceForBackendSurface()
1106 resourceDesc.DepthOrArraySize = 1; in createTextureResourceForBackendSurface()
1107 resourceDesc.MipLevels = numMipLevels; in createTextureResourceForBackendSurface()
1108 resourceDesc.Format = dxgiFormat; in createTextureResourceForBackendSurface()
1109 resourceDesc.SampleDesc.Count = sampleCnt; in createTextureResourceForBackendSurface()
1110 resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN; in createTextureResourceForBackendSurface()
1111 resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // use driver-selected swizzle in createTextureResourceForBackendSurface()
1112 resourceDesc.Flags = usageFlags; in createTextureResourceForBackendSurface()
1129 if (!GrD3DTextureResource::InitTextureResourceInfo(this, resourceDesc, initialState, in createTextureResourceForBackendSurface()