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Searched refs:SupportsSimultaneousAccess (Results 1 – 3 of 3) sorted by relevance

/third_party/mesa3d/src/microsoft/resource_state_manager/
DD3D12ResourceState.h60 inline bool SupportsSimultaneousAccess(const D3D12_RESOURCE_DESC &desc) in SupportsSimultaneousAccess() function
122 bool SupportsSimultaneousAccess() const { return m_bSimultaneousAccess; } in SupportsSimultaneousAccess() function
146 …ResourceState(ID3D12Resource *pResource, UINT TotalSubresources, bool SupportsSimultaneousAccess) : in TransitionableResourceState()
149 m_currentState(TotalSubresources, SupportsSimultaneousAccess), in TransitionableResourceState()
DD3D12ResourceState.cpp334 MayDecay = CurrentState.SupportsSimultaneousAccess() && !IsD3D12WriteState(after); in ProcessTransitioningSubresourceExplicit()
/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_bufmgr.cpp71 SupportsSimultaneousAccess(desc)); in create_trans_state()