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Searched refs:setResourceState (Results 1 – 11 of 11) sorted by relevance

/third_party/skia/src/gpu/d3d/
DGrD3DTypesMinimal.cpp37 void GrD3DBackendSurfaceInfo::setResourceState(GrD3DResourceStateEnum resourceState) { in setResourceState() function in GrD3DBackendSurfaceInfo
39 fResourceState->setResourceState(static_cast<D3D12_RESOURCE_STATES>(resourceState)); in setResourceState()
DGrD3DTextureResource.h54 void setResourceState(const GrD3DGpu* gpu, D3D12_RESOURCE_STATES newResourceState,
66 fState->setResourceState(newState); in updateResourceState()
DGrD3DPipelineState.cpp163 const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState( in bindBuffers()
170 const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState( in bindBuffers()
179 const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState( in bindBuffers()
DGrD3DTextureResource.cpp13 void GrD3DTextureResource::setResourceState(const GrD3DGpu* gpu, in setResourceState() function in GrD3DTextureResource
108 this->setResourceState(gpu, D3D12_RESOURCE_STATE_PRESENT); in prepareForPresent()
DGrD3DGpu.cpp483 dstResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in copySurfaceAsCopyTexture()
484 srcResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE); in copySurfaceAsCopyTexture()
545 dstTextureResource->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_DEST); in resolveTexture()
546 src->msaaTextureResource()->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); in resolveTexture()
646 texResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE); in readOrTransferPixels()
674 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in onWritePixels()
680 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); in onWritePixels()
833 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in onTransferPixelsTo()
1097 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE); in onRegenerateMipMapLevels()
1116 uavTexture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in onRegenerateMipMapLevels()
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DGrD3DOpsRenderPass.cpp57 d3dRT->msaaTextureResource()->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET); in onBegin()
59 d3dRT->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET); in onBegin()
71 d3dStencil->setResourceState(fGpu, D3D12_RESOURCE_STATE_DEPTH_WRITE); in onBegin()
215 d3dTex->setResourceState(gpu, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); in update_resource_state()
DGrD3DResourceState.h18 void setResourceState(D3D12_RESOURCE_STATES state) { in setResourceState() function
DGrD3DBuffer.cpp95 void GrD3DBuffer::setResourceState(const GrD3DGpu* gpu, in setResourceState() function in GrD3DBuffer
219 this->setResourceState(this->getD3DGpu(), D3D12_RESOURCE_STATE_COPY_DEST); in internalUnmap()
DGrD3DBuffer.h29 void setResourceState(const GrD3DGpu* gpu, D3D12_RESOURCE_STATES newResourceState);
/third_party/skia/include/private/
DGrD3DTypesMinimal.h44 void setResourceState(GrD3DResourceStateEnum state);
/third_party/skia/src/gpu/
DGrBackendSurface.cpp720 fD3DInfo.setResourceState(state); in setD3DResourceState()
1164 fD3DInfo.setResourceState(state); in setD3DResourceState()