Searched refs:state_dirty (Results 1 – 3 of 3) sorted by relevance
962 ctx->state_dirty |= D3D12_DIRTY_PRIM_MODE; in d3d12_draw_vbo()971 ctx->state_dirty |= D3D12_DIRTY_SHADER; in d3d12_draw_vbo()979 if (ctx->state_dirty & D3D12_DIRTY_SHADER) { in d3d12_draw_vbo()1018 ctx->state_dirty |= D3D12_DIRTY_STRIP_CUT_VALUE; in d3d12_draw_vbo()1021 if (!ctx->gfx_pipeline_state.root_signature || ctx->state_dirty & D3D12_DIRTY_SHADER) { in d3d12_draw_vbo()1025 ctx->state_dirty |= D3D12_DIRTY_ROOT_SIGNATURE; in d3d12_draw_vbo()1031 if (!ctx->current_gfx_pso || ctx->state_dirty & D3D12_DIRTY_GFX_PSO) { in d3d12_draw_vbo()1036 ctx->cmdlist_dirty |= ctx->state_dirty; in d3d12_draw_vbo()1240 ctx->state_dirty &= D3D12_DIRTY_COMPUTE_MASK; in d3d12_draw_vbo()1323 ctx->state_dirty |= D3D12_DIRTY_COMPUTE_SHADER; in d3d12_launch_grid()[all …]
161 ctx->state_dirty |= D3D12_DIRTY_VERTEX_ELEMENTS; in d3d12_bind_vertex_elements_state()390 ctx->state_dirty |= D3D12_DIRTY_BLEND; in d3d12_bind_blend_state()393 ctx->state_dirty |= D3D12_DIRTY_BLEND_COLOR; in d3d12_bind_blend_state()475 ctx->state_dirty |= D3D12_DIRTY_ZSA; in d3d12_bind_depth_stencil_alpha_state()574 ctx->state_dirty |= D3D12_DIRTY_RASTERIZER | D3D12_DIRTY_SCISSOR; in d3d12_bind_rasterizer_state()1295 ctx->state_dirty |= D3D12_DIRTY_VERTEX_BUFFERS; in d3d12_set_vertex_buffers()1351 ctx->state_dirty |= D3D12_DIRTY_VIEWPORT; in d3d12_set_viewport_states()1369 ctx->state_dirty |= D3D12_DIRTY_SCISSOR; in d3d12_set_scissor_states()1467 ctx->state_dirty |= D3D12_DIRTY_FRAMEBUFFER; in d3d12_set_framebuffer_state()1469 ctx->state_dirty |= D3D12_DIRTY_VIEWPORT; in d3d12_set_framebuffer_state()[all …]
147 unsigned state_dirty; member240 unsigned state_dirty; member