Lines Matching defs:desc

214 		const D3D11_COUNTER_DESC *desc,
876 const D3D11_TEXTURE1D_DESC *desc,
883 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
884 HRESULT hr = create_resource(PIPE_TEXTURE_1D, desc->Width, 1, 1, desc->MipLevels, desc->ArraySize, desc->Format, 0, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_texture1d ? &resource : 0);
887 D3D11_TEXTURE1D_DESC cdesc = *desc;
894 const D3D11_TEXTURE2D_DESC *desc,
901 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
902 HRESULT hr = create_resource(PIPE_TEXTURE_2D, desc->Width, desc->Height, 1, desc->MipLevels, desc->ArraySize, desc->Format, &desc->SampleDesc, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_texture2d ? &resource : 0);
905 D3D11_TEXTURE2D_DESC cdesc = *desc;
915 const D3D11_TEXTURE3D_DESC *desc,
922 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
923 HRESULT hr = create_resource(PIPE_TEXTURE_3D, desc->Width, desc->Height, desc->Depth, desc->MipLevels, 1, desc->Format, 0, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_texture3d ? &resource : 0);
926 D3D11_TEXTURE3D_DESC cdesc = *desc;
933 const D3D11_BUFFER_DESC *desc,
940 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc->BindFlags, desc->MiscFlags);
941 HRESULT hr = create_resource(PIPE_BUFFER, desc->ByteWidth, 1, 1, 1, 1, DXGI_FORMAT_R8_UNORM, 0, desc->Usage, desc->BindFlags, desc->CPUAccessFlags, desc->MiscFlags, initial_data, dxgi_usage, out_buffer ? &resource : 0);
944 *out_buffer = new GalliumD3D11Buffer(this, resource, *desc, dxgi_usage);
957 D3D11_TEXTURE2D_DESC desc;
958 memset(&desc, 0, sizeof(desc));
959 desc.Width = resource->width0;
960 desc.Height = resource->height0;
962 desc.Format = pipe_to_dxgi_format[resource->format];
963 desc.SampleDesc.Count = resource->nr_samples;
964 desc.SampleDesc.Quality = 0;
965 desc.ArraySize = 1;
966 desc.MipLevels = resource->last_level + 1;
967 desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
969 desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
971 desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
973 desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
975 desc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;
976 DXGI_USAGE dxgi_usage = d3d_to_dxgi_usage(desc.BindFlags, desc.MiscFlags);
977 if(desc.MipLevels == 1 && desc.ArraySize == 1)
978 *dxgi_resource = (ID3D11Texture2D*)new GalliumD3D11Surface(this, resource, desc, dxgi_usage);
980 *dxgi_resource = (ID3D11Texture2D*)new GalliumD3D11Texture2D(this, resource, desc, dxgi_usage);
993 D3D11_TEXTURE2D_DESC desc;
994 memset(&desc, 0, sizeof(desc));
997 desc.Width = dxgi_desc->Width;
998 desc.Height = dxgi_desc->Height;
999 desc.Format = dxgi_desc->Format;
1000 desc.SampleDesc = dxgi_desc->SampleDesc;
1001 desc.ArraySize = count;
1002 desc.MipLevels = 1;
1003 desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
1005 desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
1007 desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
1010 desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
1013 desc.MiscFlags |= D3D11_RESOURCE_MISC_SHARED;
1014 HRESULT hr = create_resource(PIPE_TEXTURE_2D, dxgi_desc->Width, dxgi_desc->Height, 1, 1, count, dxgi_desc->Format, &dxgi_desc->SampleDesc, D3D11_USAGE_DEFAULT, desc.BindFlags, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE, desc.MiscFlags, 0, usage, &resource);
1017 *out_surface = new GalliumD3D11Surface(this, resource, desc, usage);
1023 const D3D11_SHADER_RESOURCE_VIEW_DESC *desc,
1029 if(desc->ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURECUBEARRAY)
1033 memcpy(&desc1, desc, sizeof(*desc));
1039 const D3D10_SHADER_RESOURCE_VIEW_DESC1 *desc,
1048 if(!desc)
1097 desc = &def_desc;
1104 templat.format = (desc->Format == DXGI_FORMAT_UNKNOWN) ? resource->format : dxgi_to_pipe_format[desc->Format];
1113 switch(desc->ViewDimension)
1118 templat.u.tex.first_layer = desc->Texture1DArray.FirstArraySlice;
1119 templat.u.tex.last_layer = desc->Texture1DArray.FirstArraySlice + desc->Texture1DArray.ArraySize - 1;
1120 if (desc->ViewDimension == D3D11_SRV_DIMENSION_TEXTURECUBEARRAY) {
1130 templat.u.tex.first_level = desc->Texture1D.MostDetailedMip;
1131 if(desc->Texture1D.MipLevels == (unsigned)-1)
1134 templat.u.tex.last_level = templat.u.tex.first_level + desc->Texture1D.MipLevels - 1;
1138 templat.u.buf.first_element = desc->Buffer.ElementOffset;
1139 templat.u.buf.last_element = desc->Buffer.ElementOffset + desc->Buffer.ElementWidth - 1;
1154 *out_srv = new GalliumD3D11ShaderResourceView(this, (GalliumD3D11Resource<>*)iresource, view, *desc);
1161 const D3D11_UNORDERED_ACCESS_VIEW_DESC *desc,
1174 const D3D11_RENDER_TARGET_VIEW_DESC *desc,
1182 if(!desc)
1219 desc = &def_desc;
1224 if(invalid(desc->format >= DXGI_FORMAT_COUNT))
1226 templat.format = (desc->Format == DXGI_FORMAT_UNKNOWN) ? resource->format : dxgi_to_pipe_format[desc->Format];
1232 switch(desc->ViewDimension)
1236 templat.u.tex.level = desc->Texture1D.MipSlice;
1239 templat.u.tex.level = desc->Texture3D.MipSlice;
1240 templat.u.tex.first_layer = desc->Texture3D.FirstWSlice;
1241 templat.u.tex.last_layer = desc->Texture3D.FirstWSlice + desc->Texture3D.WSize - 1;
1245 templat.u.tex.level = desc->Texture1DArray.MipSlice;
1246 templat.u.tex.first_layer = desc->Texture1DArray.FirstArraySlice;
1247 templat.u.tex.last_layer = desc->Texture1DArray.FirstArraySlice + desc->Texture1DArray.ArraySize - 1;
1250 templat.u.buf.first_element = desc->Buffer.ElementOffset;
1251 templat.u.buf.last_element = desc->Buffer.ElementOffset + desc->Buffer.ElementWidth - 1;
1266 *out_rtv = new GalliumD3D11RenderTargetView(this, (GalliumD3D11Resource<>*)iresource, surface, *desc);
1272 const D3D11_DEPTH_STENCIL_VIEW_DESC *desc,
1280 if(!desc)
1309 desc = &def_desc;
1314 if(invalid(desc->format >= DXGI_FORMAT_COUNT))
1316 templat.format = (desc->Format == DXGI_FORMAT_UNKNOWN) ? resource->format : dxgi_to_pipe_format[desc->Format];
1322 switch(desc->ViewDimension)
1326 templat.u.tex.level = desc->Texture1D.MipSlice;
1330 templat.u.tex.level = desc->Texture1DArray.MipSlice;
1331 templat.u.tex.first_layer = desc->Texture1DArray.FirstArraySlice;
1332 templat.u.tex.last_layer = desc->Texture1DArray.FirstArraySlice + desc->Texture1DArray.ArraySize - 1;
1347 *out_depth_stencil_view = new GalliumD3D11DepthStencilView(this, (GalliumD3D11Resource<>*)iresource, surface, *desc);