Home
last modified time | relevance | path

Searched refs:GrD3DDirectCommandList (Results 1 – 10 of 10) sorted by relevance

/third_party/skia/src/gpu/d3d/
DGrD3DCommandList.cpp270 std::unique_ptr<GrD3DDirectCommandList> GrD3DDirectCommandList::Make(GrD3DGpu* gpu) { in Make()
281 auto grCL = new GrD3DDirectCommandList(std::move(allocator), std::move(commandList), in Make()
283 return std::unique_ptr<GrD3DDirectCommandList>(grCL); in Make()
286 GrD3DDirectCommandList::GrD3DDirectCommandList(gr_cp<ID3D12CommandAllocator> allocator, in GrD3DDirectCommandList() function in GrD3DDirectCommandList
295 void GrD3DDirectCommandList::onReset() { in onReset()
312 void GrD3DDirectCommandList::setPipelineState(const sk_sp<GrD3DPipeline>& pipeline) { in setPipelineState()
321 void GrD3DDirectCommandList::setStencilRef(unsigned int stencilRef) { in setStencilRef()
326 void GrD3DDirectCommandList::setBlendFactor(const float blendFactor[4]) { in setBlendFactor()
331 void GrD3DDirectCommandList::setPrimitiveTopology(D3D12_PRIMITIVE_TOPOLOGY primitiveTopology) { in setPrimitiveTopology()
336 void GrD3DDirectCommandList::setScissorRects(unsigned int numRects, const D3D12_RECT* rects) { in setScissorRects()
[all …]
DGrD3DResourceProvider.h27 class GrD3DDirectCommandList; variable
39 std::unique_ptr<GrD3DDirectCommandList> findOrCreateDirectCommandList();
41 void recycleDirectCommandList(std::unique_ptr<GrD3DDirectCommandList>);
158 SkSTArray<4, std::unique_ptr<GrD3DDirectCommandList>> fAvailableDirectCommandLists;
DGrD3DCommandList.h155 class GrD3DDirectCommandList : public GrD3DCommandList {
157 static std::unique_ptr<GrD3DDirectCommandList> Make(GrD3DGpu* gpu);
159 ~GrD3DDirectCommandList() override = default;
210 GrD3DDirectCommandList(gr_cp<ID3D12CommandAllocator> allocator,
DGrD3DPipelineState.h20 class GrD3DDirectCommandList; variable
54 GrD3DDirectCommandList* commandList);
DGrD3DGpu.h47 GrD3DDirectCommandList* currentCommandList() const { return fCurrentDirectCommandList.get(); } in currentCommandList()
301 std::unique_ptr<GrD3DDirectCommandList> fCurrentDirectCommandList;
307 OutstandingCommandList(std::unique_ptr<GrD3DDirectCommandList> commandList, in OutstandingCommandList()
311 std::unique_ptr<GrD3DDirectCommandList> fCommandList;
DGrD3DResourceProvider.cpp36 std::unique_ptr<GrD3DDirectCommandList> GrD3DResourceProvider::findOrCreateDirectCommandList() { in findOrCreateDirectCommandList()
38 std::unique_ptr<GrD3DDirectCommandList> list = in findOrCreateDirectCommandList()
43 return GrD3DDirectCommandList::Make(fGpu); in findOrCreateDirectCommandList()
47 std::unique_ptr<GrD3DDirectCommandList> commandList) { in recycleDirectCommandList()
DGrD3DDescriptorTableManager.h15 class GrD3DDirectCommandList; variable
DGrD3DGpu.cpp156 GrD3DDirectCommandList::SubmitResult result = fCurrentDirectCommandList->submit(fQueue.get()); in submitDirectCommandList()
157 if (result == GrD3DDirectCommandList::SubmitResult::kFailure) { in submitDirectCommandList()
160 } else if (result == GrD3DDirectCommandList::SubmitResult::kNoWork) { in submitDirectCommandList()
201 std::unique_ptr<GrD3DDirectCommandList> currList(std::move(front->fCommandList)); in checkForFinishedCommandLists()
1406 GrD3DDirectCommandList* cmdList = this->currentCommandList(); in onClearBackendTexture()
1509 GrD3DDirectCommandList* cmdList = this->currentCommandList(); in onUpdateCompressedBackendTexture()
DGrD3DPipelineState.cpp156 GrD3DDirectCommandList* commandList) { in bindBuffers()
DGrD3DOpsRenderPass.cpp250 GrD3DDirectCommandList* currCmdList = fGpu->currentCommandList(); in onBindBuffers()