Lines Matching refs:numTextureSamplers
13 sk_sp<GrD3DRootSignature> GrD3DRootSignature::Make(GrD3DGpu* gpu, int numTextureSamplers,
25 int numShaderViews = numTextureSamplers + numUAVs;
26 SkAutoTArray<D3D12_DESCRIPTOR_RANGE> samplerRanges(numTextureSamplers);
28 if (numTextureSamplers) {
35 for (int i = 0; i < numTextureSamplers; ++i) {
56 shaderViewRanges[numTextureSamplers].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
57 shaderViewRanges[numTextureSamplers].NumDescriptors = numUAVs;
59 // 2*(numTextureSamplers-1) + 1, so we start with the next register, 2*numTextureSamplers
60 shaderViewRanges[numTextureSamplers].BaseShaderRegister = 2 * numTextureSamplers;
62 shaderViewRanges[numTextureSamplers].RegisterSpace =
65 shaderViewRanges[numTextureSamplers].OffsetInDescriptorsFromTableStart =
70 unsigned numDescriptorRanges = numUAVs ? numTextureSamplers + 1 : numTextureSamplers;
78 if (numTextureSamplers) {
80 parameters[parameterCount].DescriptorTable.NumDescriptorRanges = numTextureSamplers;
115 numTextureSamplers,
119 GrD3DRootSignature::GrD3DRootSignature(gr_cp<ID3D12RootSignature> rootSig, int numTextureSamplers,
122 , fNumTextureSamplers(numTextureSamplers)
126 bool GrD3DRootSignature::isCompatible(int numTextureSamplers, int numUAVs) const {
127 return fNumTextureSamplers == numTextureSamplers && fNumUAVs == numUAVs;