Searched refs:GrD3DDirectCommandList (Results 1 – 10 of 10) sorted by relevance
270 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 GrD3DDirectCommandList295 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 …]
27 class GrD3DDirectCommandList; variable39 std::unique_ptr<GrD3DDirectCommandList> findOrCreateDirectCommandList();41 void recycleDirectCommandList(std::unique_ptr<GrD3DDirectCommandList>);158 SkSTArray<4, std::unique_ptr<GrD3DDirectCommandList>> fAvailableDirectCommandLists;
155 class GrD3DDirectCommandList : public GrD3DCommandList {157 static std::unique_ptr<GrD3DDirectCommandList> Make(GrD3DGpu* gpu);159 ~GrD3DDirectCommandList() override = default;210 GrD3DDirectCommandList(gr_cp<ID3D12CommandAllocator> allocator,
20 class GrD3DDirectCommandList; variable54 GrD3DDirectCommandList* commandList);
47 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;
36 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()
15 class GrD3DDirectCommandList; variable
156 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()
156 GrD3DDirectCommandList* commandList) { in bindBuffers()
250 GrD3DDirectCommandList* currCmdList = fGpu->currentCommandList(); in onBindBuffers()