/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | d3d11_blit_shaders_autogen.gni | 12 "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 …]
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D | RenderTarget11.h | 26 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 …]
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D | ShaderExecutable11.h | 29 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 …]
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D | Clear11.h | 57 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 …]
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D | Blit11.h | 31 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 …]
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D | SwapChain11.h | 50 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 …]
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D | RenderStateCache.h | 24 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 …]
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D | ShaderExecutable11.cpp | 21 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 …]
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D | RenderTarget11.cpp | 27 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 …]
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D | Blit11Helper_autogen.inc | 14 #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 …]
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D | TextureStorage11.h | 79 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 …]
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D | PixelTransfer11.h | 79 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;
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D | StateManager11.h | 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); [all …]
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D | Image11.cpp | 57 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 …]
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D | SwapChain11.cpp | 205 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 …]
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D | PixelTransfer11.cpp | 172 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()
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D | TextureStorage11.cpp | 87 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 …]
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D | ExternalImageSiblingImpl11.cpp | 35 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()
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D | RenderStateCache.cpp | 46 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()
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D | Clear11.cpp | 62 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 …]
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D | Blit11.cpp | 398 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 …]
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D | Renderer11.cpp | 591 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 …]
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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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/external/angle/src/libANGLE/renderer/d3d/ |
D | BUILD.gn | 133 "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 …]
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/external/angle/src/tests/gl_tests/ |
D | D3D11FormatTablesTest.cpp | 53 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()
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