Lines Matching defs:texture
102 pipe_resource_reference(&ctx->pstipple.texture, nullptr);
810 struct pipe_resource *texture = state->texture;
811 struct d3d12_resource *res = d3d12_resource(texture);
812 struct d3d12_screen *screen = d3d12_screen(texture->screen);
817 desc.ViewDimension = view_dimension(state->target, texture->nr_samples);
821 * handle this SRV as if it were a 2D texture array */
913 desc.Buffer.NumElements = texture->width0 / util_format_get_blocksize(state->format);
925 struct pipe_resource *texture,
929 struct d3d12_resource *res = d3d12_resource(texture);
933 sampler_view->base.texture = NULL;
934 pipe_resource_reference(&sampler_view->base.texture, texture);
938 sampler_view->array_size = texture->array_size;
967 struct d3d12_resource *res = d3d12_resource(view->texture);
976 struct d3d12_resource *res = d3d12_resource(view->texture);
1018 wss.last_level = views[i]->texture->last_level;
1019 /* When we emulate a integer cube texture (array) by using a texture 2d Array
1022 * hence we can skip the boundary condition handling when the texture operations are
1029 /* We need the swizzle state for compare texture lowering, because it
1030 * encode the use of the shadow texture lookup result as either luminosity,
1057 pipe_resource_reference(&view->base.texture, NULL);
1235 ctx->pstipple.texture = util_pstipple_create_stipple_texture(pctx, NULL);
1236 if (!ctx->pstipple.texture)
1239 ctx->pstipple.sampler_view = util_pstipple_create_sampler_view(pctx, ctx->pstipple.texture);
1269 util_pstipple_update_stipple_texture(pctx, ctx->pstipple.texture, ps->stipple);
1450 samples = MAX2(samples, (int)state->cbufs[i]->texture->nr_samples);
1458 samples = MAX2(samples, (int)ctx->fb.zsbuf->texture->nr_samples);
1981 struct d3d12_resource *res = d3d12_resource(psurf->texture);
1987 enum pipe_format format = psurf->texture->format;
2001 if (!(util_format_colormask(util_format_description(psurf->texture->format)) &
2040 struct d3d12_resource *res = d3d12_resource(ctx->fb.zsbuf->texture);