Searched refs:textureBarriers (Results 1 – 12 of 12) sorted by relevance
30 void GatherNativeTextureIDs(const gl::TextureBarrierVector &textureBarriers, in GatherNativeTextureIDs() argument34 outIDs->resize(textureBarriers.size()); in GatherNativeTextureIDs()35 outLayouts->resize(textureBarriers.size()); in GatherNativeTextureIDs()36 for (GLuint textureIdx = 0; textureIdx < textureBarriers.size(); textureIdx++) in GatherNativeTextureIDs()39 GetImplAs<TextureGL>(textureBarriers[textureIdx].texture)->getTextureID(); in GatherNativeTextureIDs()40 (*outLayouts)[textureIdx] = textureBarriers[textureIdx].layout; in GatherNativeTextureIDs()80 const gl::TextureBarrierVector &textureBarriers) in wait() argument87 gl::BarrierVector<GLuint> textureIDs(textureBarriers.size()); in wait()88 gl::BarrierVector<GLenum> textureLayouts(textureBarriers.size()); in wait()89 GatherNativeTextureIDs(textureBarriers, &textureIDs, &textureLayouts); in wait()[all …]
32 const gl::TextureBarrierVector &textureBarriers) override;36 const gl::TextureBarrierVector &textureBarriers) override;
64 const gl::TextureBarrierVector &textureBarriers) in wait() argument68 if (!bufferBarriers.empty() || !textureBarriers.empty()) in wait()94 if (!textureBarriers.empty()) in wait()99 for (const gl::TextureAndLayout &textureBarrier : textureBarriers) in wait()124 const gl::TextureBarrierVector &textureBarriers) in signal() argument150 if (!textureBarriers.empty()) in signal()154 for (const gl::TextureAndLayout &textureBarrier : textureBarriers) in signal()180 if (!bufferBarriers.empty() || !textureBarriers.empty()) in signal()
34 const gl::TextureBarrierVector &textureBarriers) override;38 const gl::TextureBarrierVector &textureBarriers) override;
361 const gl::TextureBarrierVector &textureBarriers) override;363 gl::TextureBarrierVector *textureBarriers) override;
4865 const gl::TextureBarrierVector &textureBarriers) in acquireTextures() argument4867 for (const gl::TextureAndLayout &textureBarrier : textureBarriers) in acquireTextures()4881 gl::TextureBarrierVector *textureBarriers) in releaseTextures() argument4883 for (gl::TextureAndLayout &textureBarrier : *textureBarriers) in releaseTextures()
40 const TextureBarrierVector &textureBarriers) in wait() argument42 return mImplementation->wait(context, bufferBarriers, textureBarriers); in wait()47 const TextureBarrierVector &textureBarriers) in signal() argument49 return mImplementation->signal(context, bufferBarriers, textureBarriers); in signal()
45 const TextureBarrierVector &textureBarriers);49 const TextureBarrierVector &textureBarriers);
8654 TextureBarrierVector textureBarriers(numTextures); in acquireTextures() local8657 textureBarriers[i].texture = getTexture(textureIds[i]); in acquireTextures()8658 textureBarriers[i].layout = layouts[i]; in acquireTextures()8660 ANGLE_CONTEXT_TRY(mImplementation->acquireTextures(this, textureBarriers)); in acquireTextures()8665 TextureBarrierVector textureBarriers(numTextures); in releaseTextures() local8668 textureBarriers[i].texture = getTexture(textureIds[i]); in releaseTextures()8670 ANGLE_CONTEXT_TRY(mImplementation->releaseTextures(this, &textureBarriers)); in releaseTextures()8673 layouts[i] = textureBarriers[i].layout; in releaseTextures()8693 TextureBarrierVector textureBarriers(numTextureBarriers); in waitSemaphore() local8696 textureBarriers[textureBarrierIdx].texture = getTexture(textures[textureBarrierIdx]); in waitSemaphore()[all …]
41 const gl::TextureBarrierVector &textureBarriers) = 0;45 const gl::TextureBarrierVector &textureBarriers) = 0;
69 const gl::TextureBarrierVector &textureBarriers) in acquireTextures() argument76 gl::TextureBarrierVector *textureBarriers) in releaseTextures() argument
255 const gl::TextureBarrierVector &textureBarriers);257 gl::TextureBarrierVector *textureBarriers);