Searched refs:ALLOCATION_FLAG_COMMITTED (Results 1 – 3 of 3) sorted by relevance
249 allocDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED; in TestFrameIndexAndJson()307 allocDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED; in TestCommittedResourcesAndJson()540 allocDesc.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED; in TestOtherComInterface()661 D3D12MA::ALLOCATION_FLAG_COMMITTED; in TestCustomPools()907 allocDesc.Flags |= D3D12MA::ALLOCATION_FLAG_COMMITTED; in TestStats()1141 allocDescDefault.Flags = D3D12MA::ALLOCATION_FLAG_COMMITTED; in TestZeroInitialized()
734 ALLOCATION_FLAG_COMMITTED = 0x1, enumerator
4225 if((finalAllocDesc.Flags & ALLOCATION_FLAG_COMMITTED) != 0) in CreateResource()4272 finalAllocDesc.Flags |= ALLOCATION_FLAG_COMMITTED; in CreateResource()4275 if((finalAllocDesc.Flags & ALLOCATION_FLAG_COMMITTED) != 0) in CreateResource()4362 finalAllocDesc.Flags |= ALLOCATION_FLAG_COMMITTED; in AllocateMemory()4365 if((finalAllocDesc.Flags & ALLOCATION_FLAG_COMMITTED) != 0) in AllocateMemory()