Home
last modified time | relevance | path

Searched refs:d3d11 (Results 1 – 25 of 67) sorted by relevance

123

/external/angle/src/libANGLE/renderer/d3d/d3d11/
Dd3d11_blit_shaders_autogen.gni12 "d3d11/shaders/compiled/passthroughrgba2d11ps.h",
13 "d3d11/shaders/compiled/passthroughrgb2d11ps.h",
14 "d3d11/shaders/compiled/passthroughrg2d11ps.h",
15 "d3d11/shaders/compiled/passthroughr2d11ps.h",
16 "d3d11/shaders/compiled/passthrougha2d11ps.h",
17 "d3d11/shaders/compiled/passthroughlum2d11ps.h",
18 "d3d11/shaders/compiled/passthroughlumalpha2d11ps.h",
19 "d3d11/shaders/compiled/passthroughrgba2dui11ps.h",
20 "d3d11/shaders/compiled/passthroughrgba2di11ps.h",
21 "d3d11/shaders/compiled/passthroughrgb2dui11ps.h",
[all …]
DRenderTarget11.h26 RenderTarget11(const d3d11::Format &formatSet);
30 virtual const d3d11::RenderTargetView &getRenderTargetView() const = 0;
31 virtual const d3d11::DepthStencilView &getDepthStencilView() const = 0;
32 virtual const d3d11::SharedSRV &getShaderResourceView(const gl::Context *context) const = 0;
33 virtual const d3d11::SharedSRV &getBlitShaderResourceView(const gl::Context *context) const = 0;
37 const d3d11::Format &getFormatSet() const { return mFormatSet; } in getFormatSet()
40 const d3d11::Format &mFormatSet;
47 TextureRenderTarget11(d3d11::RenderTargetView &&rtv,
49 const d3d11::SharedSRV &srv,
50 const d3d11::SharedSRV &blitSRV,
[all …]
DShaderExecutable11.h29 ShaderExecutable11(const void *function, size_t length, d3d11::PixelShader &&executable);
32 d3d11::VertexShader &&executable,
33 d3d11::GeometryShader &&streamOut);
34 ShaderExecutable11(const void *function, size_t length, d3d11::GeometryShader &&executable);
35 ShaderExecutable11(const void *function, size_t length, d3d11::ComputeShader &&executable);
39 const d3d11::PixelShader &getPixelShader() const;
40 const d3d11::VertexShader &getVertexShader() const;
41 const d3d11::GeometryShader &getGeometryShader() const;
42 const d3d11::GeometryShader &getStreamOutShader() const;
43 const d3d11::ComputeShader &getComputeShader() const;
[all …]
DClear11.h57 const d3d11::InputLayout **il,
58 const d3d11::VertexShader **vs,
59 const d3d11::GeometryShader **gs,
60 const d3d11::PixelShader **ps);
65 d3d11::InputLayout mIl9;
66 d3d11::LazyShader<ID3D11VertexShader> mVs9;
67 d3d11::LazyShader<ID3D11PixelShader> mPsFloat9;
68 d3d11::LazyShader<ID3D11VertexShader> mVs;
69 d3d11::LazyShader<ID3D11VertexShader> mVsMultiview;
70 d3d11::LazyShader<ID3D11GeometryShader> mGsMultiview;
[all …]
DBlit11.h31 const d3d11::SharedSRV &source,
32 const d3d11::RenderTargetView &dest,
38 const d3d11::SharedSRV &source,
42 const d3d11::RenderTargetView &dest,
65 const d3d11::SharedSRV &source,
68 const d3d11::DepthStencilView &dest,
152 d3d11::PixelShader pixelShader;
157 const d3d11::InputLayout *inputLayout;
158 const d3d11::VertexShader *vertexShader;
159 const d3d11::GeometryShader *geometryShader;
[all …]
DSwapChain11.h50 const d3d11::RenderTargetView &getRenderTarget();
51 const d3d11::SharedSRV &getRenderTargetShaderResource(d3d::Context *context);
54 const d3d11::DepthStencilView &getDepthStencil();
55 const d3d11::SharedSRV &getDepthStencilShaderResource();
104 d3d11::RenderTargetView mBackBufferRTView;
105 d3d11::SharedSRV mBackBufferSRView;
109 d3d11::RenderTargetView mOffscreenRTView;
110 d3d11::SharedSRV mOffscreenSRView;
115 d3d11::DepthStencilView mDepthStencilDSView;
116 d3d11::SharedSRV mDepthStencilSRView;
[all …]
DRenderStateCache.h24 struct hash<rx::d3d11::BlendStateKey>
26 size_t operator()(const rx::d3d11::BlendStateKey &key) const
33 struct hash<rx::d3d11::RasterizerStateKey>
35 size_t operator()(const rx::d3d11::RasterizerStateKey &key) const
70 static d3d11::BlendStateKey GetBlendStateKey(const gl::Context *context,
76 const d3d11::BlendStateKey &key,
77 const d3d11::BlendState **outBlendState);
86 const d3d11::DepthStencilState **outDSState);
104 using BlendStateMap = angle::base::HashingMRUCache<d3d11::BlendStateKey, d3d11::BlendState>;
109 angle::base::HashingMRUCache<d3d11::RasterizerStateKey, d3d11::RasterizerState>;
[all …]
DShaderExecutable11.cpp21 d3d11::PixelShader &&executable) in ShaderExecutable11()
32 d3d11::VertexShader &&executable, in ShaderExecutable11()
33 d3d11::GeometryShader &&streamOut) in ShaderExecutable11()
44 d3d11::GeometryShader &&executable) in ShaderExecutable11()
55 d3d11::ComputeShader &&executable) in ShaderExecutable11()
66 const d3d11::VertexShader &ShaderExecutable11::getVertexShader() const in getVertexShader()
71 const d3d11::PixelShader &ShaderExecutable11::getPixelShader() const in getPixelShader()
76 const d3d11::GeometryShader &ShaderExecutable11::getGeometryShader() const in getGeometryShader()
81 const d3d11::GeometryShader &ShaderExecutable11::getStreamOutShader() const in getStreamOutShader()
86 const d3d11::ComputeShader &ShaderExecutable11::getComputeShader() const in getComputeShader()
[all …]
DRenderTarget11.cpp27 ID3D11Texture1D *texture1D = d3d11::DynamicCastComObject<ID3D11Texture1D>(resource); in GetTextureProperties()
40 ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); in GetTextureProperties()
53 ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource); in GetTextureProperties()
191 const d3d11::Format &GetSurfaceFormatSet(bool depth, SwapChain11 *swapChain, Renderer11 *renderer) in GetSurfaceFormatSet()
193 return d3d11::Format::Get(GetSurfaceRTFormat(depth, swapChain), in GetSurfaceFormatSet()
199 RenderTarget11::RenderTarget11(const d3d11::Format &formatSet) : mFormatSet(formatSet) {} in RenderTarget11()
203 TextureRenderTarget11::TextureRenderTarget11(d3d11::RenderTargetView &&rtv, in TextureRenderTarget11()
205 const d3d11::SharedSRV &srv, in TextureRenderTarget11()
206 const d3d11::SharedSRV &blitSRV, in TextureRenderTarget11()
208 const d3d11::Format &formatSet, in TextureRenderTarget11()
[all …]
DBlit11Helper_autogen.inc14 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h"
15 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h"
16 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h"
17 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h"
18 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h"
19 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h"
20 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h"
21 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h"
22 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h"
23 #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h"
[all …]
DTextureStorage11.h79 const d3d11::Format &getFormatSet() const;
83 const d3d11::SharedSRV **outSRV);
123 const d3d11::SharedSRV **outSRV);
126 const d3d11::SharedSRV **outSRV);
129 const d3d11::SharedUAV **outUAV);
163 const d3d11::RenderTargetView **outRTV) = 0;
167 const d3d11::SharedSRV **outSRV);
186 d3d11::SharedSRV *outSRV) = 0;
191 d3d11::SharedSRV *outSRV) = 0;
196 d3d11::SharedUAV *outUAV) = 0;
[all …]
DPixelTransfer11.h79 const d3d11::PixelShader *findBufferToTexturePS(GLenum internalFormat) const;
84 std::map<GLenum, d3d11::PixelShader> mBufferToTexturePSMap;
85 d3d11::VertexShader mBufferToTextureVS;
86 d3d11::GeometryShader mBufferToTextureGS;
87 d3d11::Buffer mParamsConstantBuffer;
90 d3d11::RasterizerState mCopyRasterizerState;
91 d3d11::DepthStencilState mCopyDepthStencilState;
DStateManager11.h61 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);
[all …]
DImage11.cpp57 d3d11::ScopedUnmapper<Image11> destRAII(dest); in GenerateMipmap()
61 d3d11::ScopedUnmapper<Image11> srcRAII(src); in GenerateMipmap()
67 d3d11::Format::Get(src->getInternalFormat(), rendererCaps).format().mipGenerationFunction; in GenerateMipmap()
90 d3d11::ScopedUnmapper<Image11> destRAII(dest); in CopyImage()
94 d3d11::ScopedUnmapper<Image11> sourceRAII(source); in CopyImage()
97 d3d11::Format::Get(source->getInternalFormat(), rendererCaps).format(); in CopyImage()
102 const auto &destFormat = d3d11::Format::Get(dest->getInternalFormat(), rendererCaps).format(); in CopyImage()
133 const auto &formatInfo = d3d11::Format::Get(mInternalFormat, deviceCaps); in isDirty()
243 const d3d11::Format &formatInfo = in redefine()
244 d3d11::Format::Get(internalformat, mRenderer->getRenderer11DeviceCaps()); in redefine()
[all …]
DSwapChain11.cpp205 const d3d11::Format &backbufferFormatInfo = in resetOffscreenColorBuffer()
206 d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); in resetOffscreenColorBuffer()
225 mOffscreenTexture.set(d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11), in resetOffscreenColorBuffer()
231 mOffscreenTexture.set(d3d11::DynamicCastComObject<ID3D11Texture2D>(mD3DTexture), in resetOffscreenColorBuffer()
305 mKeyedMutex = d3d11::DynamicCastComObject<IDXGIKeyedMutex>(mOffscreenTexture.get()); in resetOffscreenColorBuffer()
383 const d3d11::Format &depthBufferFormatInfo = in resetOffscreenDepthBuffer()
384 d3d11::Format::Get(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps()); in resetOffscreenDepthBuffer()
513 if (d3d11::isDeviceLostError(hr)) in resize()
533 d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); in resize()
634 if (d3d11::isDeviceLostError(hr)) in reset()
[all …]
DPixelTransfer11.cpp172 const d3d11::PixelShader *pixelShader = findBufferToTexturePS(destinationFormat); in copyBufferToTexture()
181 const d3d11::Format &sourceFormatInfo = d3d11::Format::Get( in copyBufferToTexture()
186 const d3d11::ShaderResourceView *bufferSRV = nullptr; in copyBufferToTexture()
190 const d3d11::RenderTargetView &textureRTV = in copyBufferToTexture()
218 d3d11::SetBufferData(deviceContext, mParamsConstantBuffer.get(), shaderParams); in copyBufferToTexture()
235 d3d11::PixelShader bufferToTextureFloat; in buildShaderMap()
236 d3d11::PixelShader bufferToTextureInt; in buildShaderMap()
237 d3d11::PixelShader bufferToTextureUint; in buildShaderMap()
259 const d3d11::PixelShader *PixelTransfer11::findBufferToTexturePS(GLenum internalFormat) const in findBufferToTexturePS()
DTextureStorage11.cpp87 mFormatInfo(d3d11::Format::Get(internalFormat, mRenderer->getRenderer11DeviceCaps())), in TextureStorage11()
107 const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); in GetTextureBindFlags()
137 const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps); in GetTextureMiscFlags()
140 if (d3d11::SupportsMipGen(formatInfo.texFormat, renderer11DeviceCaps.featureLevel)) in GetTextureMiscFlags()
222 const d3d11::SharedSRV **outSRV) in getSRVForSampler()
288 const d3d11::SharedSRV **outSRV) in getCachedOrCreateSRVForSampler()
320 d3d11::SharedSRV srv; in getCachedOrCreateSRVForSampler()
333 const d3d11::SharedSRV **outSRV) in getSRVLevel()
367 const d3d11::SharedSRV **outSRV) in getSRVLevels()
397 const d3d11::SharedSRV **outSRV) in getSRVForImage()
[all …]
DExternalImageSiblingImpl11.cpp35 d3d11::DynamicCastComObject<ID3D11Texture2D>(static_cast<IUnknown *>(mBuffer)); in initialize()
38 mTexture.set(texture, d3d11::Format::Get(angleFormat->glInternalFormat, in initialize()
43 IDXGIResource *resource = d3d11::DynamicCastComObject<IDXGIResource>(mTexture.get()); in initialize()
119 const d3d11::Format &formatInfo = mTexture.getFormatSet(); in createRenderTarget()
121 d3d11::RenderTargetView rtv; in createRenderTarget()
159 d3d11::SharedSRV srv; in createRenderTarget()
198 d3d11::SharedSRV blitSrv = srv.makeCopy(); in createRenderTarget()
DRenderStateCache.cpp46 d3d11::BlendStateKey RenderStateCache::GetBlendStateKey(const gl::Context *context, in GetBlendStateKey()
51 d3d11::BlendStateKey key; in GetBlendStateKey()
107 const d3d11::BlendStateKey &key, in getBlendState()
108 const d3d11::BlendState **outBlendState) in getBlendState()
155 d3d11::BlendState d3dBlendState; in getBlendState()
170 d3d11::RasterizerStateKey key; in getRasterizerState()
214 d3d11::RasterizerState dx11RasterizerState; in getRasterizerState()
226 const d3d11::DepthStencilState **outDSState) in getDepthStencilState()
253 d3d11::DepthStencilState dx11DepthStencilState; in getDepthStencilState()
314 d3d11::SamplerState dx11SamplerState; in getSamplerState()
DClear11.cpp62 constexpr uint32_t g_VertexSize = sizeof(d3d11::PositionVertex);
111 d3d11::LazyShader<ID3D11PixelShader>(g_PS_Clear##Index, ArraySize(g_PS_Clear##Index), \
139 const d3d11::InputLayout **il, in getShadersAndLayout()
140 const d3d11::VertexShader **vs, in getShadersAndLayout()
141 const d3d11::GeometryShader **gs, in getShadersAndLayout()
142 const d3d11::PixelShader **ps) in getShadersAndLayout()
340 static_assert((sizeof(d3d11::PositionVertex) % 16) == 0, in ensureVertexBufferCreated()
342 const d3d11::PositionVertex vbData[6] = {{-1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, -1.0f, 0.0f, 1.0f}, in ensureVertexBufferCreated()
648 const d3d11::BlendState *blendState = nullptr; in clearFramebuffer()
651 const d3d11::DepthStencilState *dsState = nullptr; in clearFramebuffer()
[all …]
DBlit11.cpp398 d3d11::PositionTexCoordVertex *vertices = in Write2DVertices()
399 static_cast<d3d11::PositionTexCoordVertex *>(outVertices); in Write2DVertices()
401 d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); in Write2DVertices()
402 d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); in Write2DVertices()
403 d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); in Write2DVertices()
404 d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); in Write2DVertices()
406 *outStride = sizeof(d3d11::PositionTexCoordVertex); in Write2DVertices()
426 d3d11::PositionLayerTexCoord3DVertex *vertices = in Write3DVertices()
427 static_cast<d3d11::PositionLayerTexCoord3DVertex *>(outVertices); in Write3DVertices()
433 d3d11::SetPositionLayerTexCoord3DVertex(&vertices[i * 6 + 0], x1, y1, i, u1, v2, readDepth); in Write3DVertices()
[all …]
DRenderer11.cpp591 mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext); in initialize()
592 mDeviceContext3 = d3d11::DynamicCastComObject<ID3D11DeviceContext3>(mDeviceContext); in initialize()
612 IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter); in initialize()
689 mDebug = d3d11::DynamicCastComObject<ID3D11Debug>(mDevice); in initialize()
957 d3d11::SetDebugName(mDeviceContext, "DeviceContext"); in initializeD3DDevice()
1091 IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter); in populateRenderer11DeviceCaps()
1453 d3d11::DynamicCastComObjectToComPtr<ID3D11Texture2D>(texture); in getD3DTextureInfo()
1635 ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(tempResource11); in validateShareHandle()
1652 const d3d11::Format &backbufferFormatInfo = in validateShareHandle()
1653 d3d11::Format::Get(config->renderTargetFormat, getRenderer11DeviceCaps()); in validateShareHandle()
[all …]
DInputLayoutCache.h99 const d3d11::InputLayout **inputLayoutOut);
109 d3d11::InputLayout *inputLayoutOut);
117 using LayoutCache = angle::base::HashingMRUCache<PackedAttributeLayout, d3d11::InputLayout>;
/external/angle/src/libANGLE/renderer/d3d/
DBUILD.gn133 "d3d11/Blit11.cpp",
134 "d3d11/Blit11.h",
135 "d3d11/Blit11Helper_autogen.inc",
136 "d3d11/Buffer11.cpp",
137 "d3d11/Buffer11.h",
138 "d3d11/Clear11.cpp",
139 "d3d11/Clear11.h",
140 "d3d11/Context11.cpp",
141 "d3d11/Context11.h",
142 "d3d11/DebugAnnotator11.cpp",
[all …]
/external/angle/src/tests/gl_tests/
DD3D11FormatTablesTest.cpp53 const rx::d3d11::Format &formatInfo = in TEST_P()
54 rx::d3d11::Format::Get(internalFormat, renderer->getRenderer11DeviceCaps()); in TEST_P()
79 const auto &dxgiSupport = rx::d3d11::GetDXGISupport(formatInfo.texFormat, featureLevel); in TEST_P()
167 const rx::d3d11::Format &formatInfo = in TEST_P()
168 rx::d3d11::Format::Get(internalFormat, renderer->getRenderer11DeviceCaps()); in TEST_P()
177 rx::d3d11::MakeValidSize(image, formatInfo.texFormat, &reqWidth, &reqHeight, &level); in TEST_P()

123