Lines Matching defs:desc
335 state->desc.RenderTarget[0].LogicOpEnable = TRUE;
336 state->desc.RenderTarget[0].LogicOp = logic_op((pipe_logicop) blend_state->logicop_func);
341 state->desc.AlphaToCoverageEnable = blend_state->alpha_to_coverage;
345 state->desc.IndependentBlendEnable = TRUE;
353 state->desc.RenderTarget[i].BlendEnable = TRUE;
354 state->desc.RenderTarget[i].SrcBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_src_factor);
355 state->desc.RenderTarget[i].DestBlend = blend_factor_rgb((pipe_blendfactor) rt->rgb_dst_factor);
356 state->desc.RenderTarget[i].BlendOp = blend_op((pipe_blend_func) rt->rgb_func);
357 state->desc.RenderTarget[i].SrcBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_src_factor);
358 state->desc.RenderTarget[i].DestBlendAlpha = blend_factor_alpha((pipe_blendfactor) rt->alpha_dst_factor);
359 state->desc.RenderTarget[i].BlendOpAlpha = blend_op((pipe_blend_func) rt->alpha_func);
376 state->desc.RenderTarget[i].RenderTargetWriteMask = color_write_mask(rt->colormask);
439 dsa->desc.DepthEnable = TRUE;
440 dsa->desc.DepthFunc = compare_op((pipe_compare_func) depth_stencil_alpha->depth_func);
446 dsa->desc.DepthBoundsTestEnable = TRUE;
453 dsa->desc.StencilEnable = TRUE;
454 dsa->desc.FrontFace = stencil_op_state(depth_stencil_alpha->stencil);
458 dsa->desc.BackFace = stencil_op_state(depth_stencil_alpha->stencil + 1);
460 dsa->desc.BackFace = dsa->desc.FrontFace;
462 dsa->desc.StencilReadMask = depth_stencil_alpha->stencil[0].valuemask; /* FIXME Back face mask */
463 dsa->desc.StencilWriteMask = depth_stencil_alpha->stencil[0].writemask; /* FIXME Back face mask */
464 dsa->desc.DepthWriteMask = (D3D12_DEPTH_WRITE_MASK) depth_stencil_alpha->depth_writemask;
518 cso->desc.CullMode = D3D12_CULL_MODE_BACK;
519 cso->desc.FillMode = fill_mode(rs_state->fill_front);
534 cso->desc.CullMode = D3D12_CULL_MODE_NONE;
535 cso->desc.FillMode = fill_mode(rs_state->fill_front);
540 cso->desc.CullMode = D3D12_CULL_MODE_FRONT;
541 cso->desc.FillMode = fill_mode(rs_state->fill_back);
545 cso->desc.CullMode = D3D12_CULL_MODE_BACK;
546 cso->desc.FillMode = fill_mode(rs_state->fill_front);
551 cso->desc.CullMode = D3D12_CULL_MODE_NONE;
552 cso->desc.FillMode = D3D12_FILL_MODE_SOLID;
559 cso->desc.FrontCounterClockwise = rs_state->front_ccw;
560 cso->desc.DepthClipEnable = rs_state->depth_clip_near;
561 cso->desc.MultisampleEnable = rs_state->multisample;
562 cso->desc.AntialiasedLineEnable = rs_state->line_smooth;
563 cso->desc.ForcedSampleCount = 0; // TODO
564 cso->desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; /* Not Implemented */
648 D3D12_SAMPLER_DESC desc = {};
664 desc.MinLOD = state->min_lod;
665 desc.MaxLOD = state->max_lod;
667 desc.MinLOD = 0;
668 desc.MaxLOD = 0;
674 desc.ComparisonFunc = compare_op((pipe_compare_func) state->compare_func);
676 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
680 desc.MaxAnisotropy = state->max_anisotropy;
681 desc.Filter = get_filter(state);
683 desc.AddressU = sampler_address_mode((pipe_tex_wrap) state->wrap_s,
685 desc.AddressV = sampler_address_mode((pipe_tex_wrap) state->wrap_t,
687 desc.AddressW = sampler_address_mode((pipe_tex_wrap) state->wrap_r,
689 desc.MipLODBias = CLAMP(state->lod_bias, -16.0f, 15.99f);
690 memcpy(desc.BorderColor, state->border_color.f, sizeof(float) * 4);
694 screen->dev->CreateSampler(&desc, ss->handle.cpu_handle);
697 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
698 desc.Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
702 screen->dev->CreateSampler(&desc,
815 D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
816 desc.Format = d3d12_get_resource_srv_format(state->format, state->target);
817 desc.ViewDimension = view_dimension(state->target, texture->nr_samples);
822 if ((desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBE ||
823 desc.ViewDimension == D3D12_SRV_DIMENSION_TEXTURECUBEARRAY) &&
825 desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
828 desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
840 switch (desc.ViewDimension) {
846 desc.Texture1D.MostDetailedMip = state->u.tex.first_level;
847 desc.Texture1D.MipLevels = sampler_view->mip_levels;
848 desc.Texture1D.ResourceMinLODClamp = 0.0f;
851 desc.Texture1DArray.MostDetailedMip = state->u.tex.first_level;
852 desc.Texture1DArray.MipLevels = sampler_view->mip_levels;
853 desc.Texture1DArray.ResourceMinLODClamp = 0.0f;
854 desc.Texture1DArray.FirstArraySlice = state->u.tex.first_layer;
855 desc.Texture1DArray.ArraySize = array_size;
862 desc.Texture2D.MostDetailedMip = state->u.tex.first_level;
863 desc.Texture2D.MipLevels = sampler_view->mip_levels;
864 desc.Texture2D.PlaneSlice = format_info.plane_slice;
865 desc.Texture2D.ResourceMinLODClamp = 0.0f;
873 desc.Texture2DArray.MostDetailedMip = state->u.tex.first_level;
874 desc.Texture2DArray.MipLevels = sampler_view->mip_levels;
875 desc.Texture2DArray.ResourceMinLODClamp = 0.0f;
876 desc.Texture2DArray.FirstArraySlice = state->u.tex.first_layer;
877 desc.Texture2DArray.PlaneSlice = format_info.plane_slice;
878 desc.Texture2DArray.ArraySize = array_size;
881 desc.Texture2DMSArray.FirstArraySlice = state->u.tex.first_layer;
882 desc.Texture2DMSArray.ArraySize = array_size;
889 desc.Texture3D.MostDetailedMip = state->u.tex.first_level;
890 desc.Texture3D.MipLevels = sampler_view->mip_levels;
891 desc.Texture3D.ResourceMinLODClamp = 0.0f;
898 desc.TextureCube.MostDetailedMip = state->u.tex.first_level;
899 desc.TextureCube.MipLevels = sampler_view->mip_levels;
900 desc.TextureCube.ResourceMinLODClamp = 0.0f;
904 desc.TextureCubeArray.MostDetailedMip = state->u.tex.first_level;
905 desc.TextureCubeArray.MipLevels = sampler_view->mip_levels;
906 desc.TextureCubeArray.First2DArrayFace = state->u.tex.first_layer;
907 desc.TextureCubeArray.NumCubes = array_size / 6;
908 desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
911 desc.Buffer.StructureByteStride = 0;
912 desc.Buffer.FirstElement = offset / util_format_get_blocksize(state->format);
913 desc.Buffer.NumElements = texture->width0 / util_format_get_blocksize(state->format);
919 screen->dev->CreateShaderResourceView(d3d12_res, &desc,
2142 D3D12_SAMPLER_DESC desc;
2143 desc.Filter = D3D12_FILTER_ANISOTROPIC;
2144 desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
2145 desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
2146 desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
2147 desc.MipLODBias = 0.0f;
2148 desc.MaxAnisotropy = 0;
2149 desc.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
2150 desc.MinLOD = 0.0f;
2151 desc.MaxLOD = 0.0f;
2152 memset(desc.BorderColor, 0, sizeof(desc.BorderColor));
2153 screen->dev->CreateSampler(&desc, ctx->null_sampler.cpu_handle);