Lines Matching defs:desc
213 D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {
224 desc.pRootSignature = meta->root_sig;
225 dzn_meta_compile_shader(device, nir, &desc.CS);
226 assert(desc.CS.pShaderBytecode);
228 if (FAILED(ID3D12Device1_CreateComputePipelineState(device->dev, &desc,
237 free((void *)desc.CS.pShaderBytecode);
346 D3D12_COMPUTE_PIPELINE_STATE_DESC desc = {
404 desc.pRootSignature = meta->root_sig;
405 dzn_meta_compile_shader(device, nir, &desc.CS);
407 if (FAILED(ID3D12Device1_CreateComputePipelineState(device->dev, &desc,
424 free((void *)desc.CS.pShaderBytecode);
604 D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {
635 desc.pRootSignature = blit->root_sig;
645 desc.VS = *vs;
646 assert(desc.VS.pShaderBytecode);
654 desc.PS = *fs;
655 assert(desc.PS.pShaderBytecode);
662 desc.NumRenderTargets = 1;
663 desc.RTVFormats[0] = key->out_format;
664 desc.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
666 desc.DSVFormat = key->out_format;
668 desc.DepthStencilState.DepthEnable = TRUE;
669 desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
670 desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
673 desc.DepthStencilState.StencilEnable = TRUE;
674 desc.DepthStencilState.StencilWriteMask = 0xff;
675 desc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_REPLACE;
676 desc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_REPLACE;
677 desc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE;
678 desc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
679 desc.DepthStencilState.BackFace = desc.DepthStencilState.FrontFace;
683 if (FAILED(ID3D12Device1_CreateGraphicsPipelineState(device->dev, &desc,