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    Searched refs:ID3D11ShaderResourceView (Results 1 - 25 of 31) sorted by null

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  /external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/d3d11/
RenderTarget11.h 24 RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
25 RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Resource *resource, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth);
36 ID3D11ShaderResourceView *getShaderResourceView() const;
47 ID3D11ShaderResourceView *mShaderResource;
SwapChain11.h 33 virtual ID3D11ShaderResourceView *getRenderTargetShaderResource();
37 virtual ID3D11ShaderResourceView *getDepthStencilShaderResource();
66 ID3D11ShaderResourceView *mOffscreenSRView;
70 ID3D11ShaderResourceView *mDepthStencilSRView;
TextureStorage11.h 44 virtual ID3D11ShaderResourceView *getSRV(const gl::SamplerState &samplerState);
81 ID3D11ShaderResourceView *getSRVLevel(int mipLevel);
83 virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture) = 0;
131 ID3D11ShaderResourceView *srv;
138 ID3D11ShaderResourceView *find(const SRVKey &key) const;
139 ID3D11ShaderResourceView *add(const SRVKey &key, ID3D11ShaderResourceView *srv);
150 ID3D11ShaderResourceView *mLevelSRVs[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
179 virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture);
215 virtual ID3D11ShaderResourceView *createSRV(int baseLevel, int mipLevels, DXGI_FORMAT format, ID3D11Resource *texture)
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Blit11.h 33 bool swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
36 bool copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
44 bool copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
Buffer11.h 56 ID3D11ShaderResourceView *getSRV(DXGI_FORMAT srvFormat);
88 typedef std::pair<ID3D11Buffer *, ID3D11ShaderResourceView *> BufferSRVPair;
TextureStorage11.cpp 70 ID3D11ShaderResourceView *TextureStorage11::SRVCache::find(const SRVKey &key) const
83 ID3D11ShaderResourceView *TextureStorage11::SRVCache::add(const SRVKey &key, ID3D11ShaderResourceView *srv)
196 ID3D11ShaderResourceView *TextureStorage11::getSRV(const gl::SamplerState &samplerState)
211 ID3D11ShaderResourceView *srv = srvCache.find(key);
226 ID3D11ShaderResourceView *TextureStorage11::getSRVLevel(int mipLevel)
252 ID3D11ShaderResourceView *sourceSRV = getSRVLevel(level);
370 ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView();
420 ID3D11ShaderResourceView *srv = swapchain->getRenderTargetShaderResource();
622 ID3D11ShaderResourceView *srv = getSRVLevel(level)
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RenderTarget11.cpp 180 ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
227 ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height, GLsizei depth)
441 ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const
PixelTransfer11.cpp 166 ID3D11ShaderResourceView *bufferSRV = bufferStorage11->getSRV(srvFormat);
177 ID3D11ShaderResourceView *nullSRV = NULL;
SwapChain11.cpp 617 static ID3D11ShaderResourceView *const nullSRV = NULL;
636 ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource()
646 ID3D11ShaderResourceView * SwapChain11::getDepthStencilShaderResource()
Blit11.cpp 371 bool Blit11::swizzleTexture(ID3D11ShaderResourceView *source, ID3D11RenderTargetView *dest, const gl::Extents &size,
470 ID3D11ShaderResourceView *const nullSRV = NULL;
509 bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
589 ID3D11ShaderResourceView *const nullSRV = NULL;
644 bool Blit11::copyDepth(ID3D11ShaderResourceView *source, const gl::Box &sourceArea, const gl::Extents &sourceSize,
702 ID3D11ShaderResourceView *const nullSRV = NULL;
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Renderer11.h 255 std::vector<ID3D11ShaderResourceView*> mCurVertexSRVs;
256 std::vector<ID3D11ShaderResourceView*> mCurPixelSRVs;
Buffer11.cpp 436 ID3D11ShaderResourceView *Buffer11::getSRV(DXGI_FORMAT srvFormat)
465 ID3D11ShaderResourceView *bufferSRV = NULL;
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11tex/
d3d11tex.cpp 39 ID3D11ShaderResourceView* srv[2];
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11tex/
d3d11tex.cpp 39 ID3D11ShaderResourceView* srv[2];
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/gd3d11/
d3d11.cpp 62 COM_INTERFACE(ID3D11ShaderResourceView, ID3D11View)
205 virtual void UnbindShaderResourceView(ID3D11ShaderResourceView* view) = 0;
d3d11_context.h 427 ID3D11ShaderResourceView *const *new_shader_resource_views) \
435 ID3D11ShaderResourceView **out_shader_resource_views) \
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d3d11_objects.h 628 typedef GalliumD3D11View<ID3D11ShaderResourceView, D3D11_SHADER_RESOURCE_VIEW_DESC, struct pipe_sampler_view> GalliumD3D11ShaderResourceView;
  /external/mesa3d/src/gallium/state_trackers/d3d1x/gd3d11/
d3d11.cpp 62 COM_INTERFACE(ID3D11ShaderResourceView, ID3D11View)
205 virtual void UnbindShaderResourceView(ID3D11ShaderResourceView* view) = 0;
d3d11_context.h 427 ID3D11ShaderResourceView *const *new_shader_resource_views) \
435 ID3D11ShaderResourceView **out_shader_resource_views) \
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  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3d11.h 137 typedef interface ID3D11ShaderResourceView ID3D11ShaderResourceView;
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d3d11.idl 1218 interface ID3D11ShaderResourceView : ID3D11View
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  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/d3dapi/
d3d11.idl     [all...]
  /external/mesa3d/src/gallium/state_trackers/d3d1x/d3dapi/
d3d11.idl     [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11app/
d3d11u.h 203 void bind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
229 void bind_draw_and_unbind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
239 ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&null);
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11app/
d3d11u.h 203 void bind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
229 void bind_draw_and_unbind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
239 ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&null);

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