Lines Matching refs:rotation
145 DXGI_MODE_ROTATION rotation; member
269 data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED; in D3D11_ReleaseAll()
669 D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation) in D3D11_IsDisplayRotated90Degrees() argument
671 switch (rotation) { in D3D11_IsDisplayRotated90Degrees()
687 return data->rotation; in D3D11_GetRotationForCurrentRenderTarget()
694 const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); in D3D11_GetViewportAlignedD3DRect() local
695 switch (rotation) { in D3D11_GetViewportAlignedD3DRect()
892 data->rotation = D3D11_GetCurrentRotation(); in D3D11_CreateWindowSizeDependentResources()
894 if (D3D11_IsDisplayRotated90Degrees(data->rotation)) { in D3D11_CreateWindowSizeDependentResources()
948 result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation); in D3D11_CreateWindowSizeDependentResources()
1917 const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer); in D3D11_UpdateViewport() local
1933 switch (rotation) { in D3D11_UpdateViewport()
1972 swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation); in D3D11_UpdateViewport()
2306 const float rotation = transvert->pos.z; in D3D11_RunCommandQueue() local
2307 …const Float4X4 matrix = MatrixMultiply(MatrixRotationZ(rotation), MatrixTranslation(translatex, tr… in D3D11_RunCommandQueue()