Searched refs:fHasWork (Results 1 – 8 of 8) sorted by relevance
35 fHasWork = true; in beginRenderPass()42 fHasWork = true; in bindGraphicsPipeline()48 fHasWork = true; in bindUniformBuffer()61 fHasWork = true; in bindVertexBuffers()69 fHasWork = true; in bindIndexBuffer()94 fHasWork = true; in copyTextureToBuffer()
52 bool hasWork() { return fHasWork; } in hasWork()72 fHasWork = true; in draw()77 fHasWork = true; in drawIndexed()82 fHasWork = true; in drawInstanced()89 fHasWork = true; in drawIndexedInstanced()131 bool fHasWork = false; variable
38 bool hasWork() { return fHasWork; } in hasWork()101 , fHasWork(false) {} in GrMtlCommandBuffer()115 bool fHasWork; variable
67 fHasWork = true;171 fHasWork = true;217 fHasWork = true;228 fHasWork = true;
62 fHasWork = false; in reset()104 fHasWork = true; in resourceBarrier()119 fHasWork = true; in uavBarrier()137 fHasWork = true; in aliasingBarrier()265 fHasWork = true; in addingWork()
111 bool hasWork() const { return fHasWork; } in hasWork()143 bool fHasWork = false;
143 bool hasWork() const { return fHasWork; } in hasWork()172 bool fHasWork = false; variable
141 fHasWork = true; in pipelineBarrier()395 fHasWork = true; in addingWork()455 fHasWork = false; in end()1033 fHasWork = false; in end()