Searched refs:mPendingCommands (Results 1 – 4 of 4) sorted by relevance
65 CommitCommands(std::move(mPendingCommands)); in MoveToIterator()100 CommitCommands(std::move(mPendingCommands)); in WillBeginRenderPass()127 CommandAllocator renderCommands = std::move(mPendingCommands); in ExitRenderPass()130 CommitCommands(std::move(mPendingCommands)); in ExitRenderPass()197 CommitCommands(std::move(mPendingCommands)); in Finish()
104 return !ConsumedError(encodeFunction(&mPendingCommands)); in TryEncode()116 return !ConsumedError(encodeFunction(&mPendingCommands), formatStr, args...); in TryEncode()168 CommandAllocator mPendingCommands; variable
255 if (!mPendingCommands.IsOpen()) { in GetPendingCommandContext()256 DAWN_TRY(mPendingCommands.Open(mD3d12Device.Get(), mCommandAllocatorManager.get())); in GetPendingCommandContext()258 return &mPendingCommands; in GetPendingCommandContext()326 if (mPendingCommands.IsOpen()) { in TickImpl()378 return mPendingCommands.ExecuteCommandList(this); in ExecutePendingCommandContext()610 mPendingCommands.Release(); in WaitForIdleForDestruction()670 mPendingCommands.Release(); in DestroyImpl()685 ASSERT(!mPendingCommands.IsOpen()); in DestroyImpl()
216 CommandRecordingContext mPendingCommands; variable