Searched +defs:dsd +defs:layout (Results 1 – 6 of 6) sorted by relevance
128 Layout layout = Layout::ROW_MAJOR; variable167 NDRange dsd = domain; variable
475 D3D11_INPUT_ELEMENT_DESC layout[] = in InitScene() local542 D3D11_DEPTH_STENCIL_DESC dsd; in InitScene() local
1693 VertexLayout& layout = m_vertexLayouts[_handle.idx]; in createVertexLayout() local2098 VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx]; in blitSetup() local2197 D3D11_TEXTURE2D_DESC dsd; in postReset() local2603 VertexLayout layout; in setInputLayout() local3413 const VertexLayout& layout = _clearQuad.m_layout; in clearQuad() local4653 D3D11_TEXTURE2D_DESC dsd; in create() local5906 const VertexLayout& layout = m_vertexLayouts[layoutIdx]; in submit() local
716 ComPtr<ID3D11InputLayout> layout; member912 D3D11_DEPTH_STENCIL_DESC dsd; member
647 D3D11_DEPTH_STENCIL_DESC dsd; in AddZStencilState() local1595 ID3D11InputLayout *layout = NULL; in device_load_vertexshader() local