/external/angle/src/libANGLE/renderer/vulkan/ |
D | QueryVk.cpp | 47 ANGLE_TRY(contextVk->getQueryPool(getType())->allocateQuery(contextVk, &mQueryHelper)); in stashQueryHelper() 57 ANGLE_TRY(query.getUint64Result(contextVk, &v)); in retrieveStashedQueryResult() 81 ANGLE_TRY(contextVk->getQueryPool(getType())->allocateQuery(contextVk, &mQueryHelper)); in begin() 91 ANGLE_TRY(contextVk->flushImpl(nullptr)); in begin() 96 ANGLE_TRY(contextVk->getQueryPool(getType())->allocateQuery(contextVk, &mQueryHelper)); in begin() 105 ANGLE_TRY(contextVk->getQueryPool(getType())->allocateQuery( in begin() 109 ANGLE_TRY(mQueryHelperTimeElapsedBegin.flushAndWriteTimestamp(contextVk)); in begin() 113 ANGLE_TRY(mQueryHelper.beginQuery(contextVk)); in begin() 144 ANGLE_TRY(mQueryHelper.flushAndWriteTimestamp(contextVk)); in end() 148 ANGLE_TRY(mQueryHelper.endQuery(contextVk)); in end() [all …]
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D | OverlayVk.cpp | 64 ANGLE_TRY(createFont(contextVk)); in init() 97 ANGLE_TRY(fontDataBuffer.get().init(contextVk, bufferCreateInfo, in createFont() 101 ANGLE_TRY(fontDataBuffer.get().map(contextVk, &fontData)); in createFont() 105 ANGLE_TRY(fontDataBuffer.get().flush(renderer, 0, fontDataBuffer.get().getSize())); in createFont() 111 ANGLE_TRY( in createFont() 117 ANGLE_TRY(mFontImage.initMemory(contextVk, renderer->getMemoryProperties(), in createFont() 119 ANGLE_TRY(mFontImage.initImageView(contextVk, gl::TextureType::_2DArray, in createFont() 125 ANGLE_TRY(contextVk->onBufferRead(VK_ACCESS_TRANSFER_READ_BIT, &fontDataBuffer.get())); in createFont() 126 ANGLE_TRY(contextVk->onImageWrite(VK_IMAGE_ASPECT_COLOR_BIT, vk::ImageLayout::TransferDst, in createFont() 128 ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&fontDataUpload)); in createFont() [all …]
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D | UtilsVk.cpp | 447 ANGLE_TRY(renderer->getDescriptorSetLayout(contextVk, descriptorSetDesc, in ensureResourcesInitialized() 463 ANGLE_TRY(renderer->getPipelineLayout(contextVk, pipelineLayoutDesc, in ensureResourcesInitialized() 469 ANGLE_TRY(mDescriptorPools[function].init(contextVk, setSizes, in ensureResourcesInitialized() 616 ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::BlitResolve, setSizes, in ensureBlitResolveResourcesInitialized() 633 ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::BlitResolveStencilNoExport, in ensureBlitResolveStencilNoExportResourcesInitialized() 667 ANGLE_TRY(ensureResourcesInitialized(contextVk, Function::OverlayDraw, setSizes, in ensureOverlayDrawResourcesInitialized() 742 ANGLE_TRY(program->getComputePipeline(contextVk, pipelineLayout.get(), &pipelineAndSerial)); in setupProgram() 758 ANGLE_TRY(renderer->getPipelineCache(&pipelineCache)); in setupProgram() 759 ANGLE_TRY(program->getGraphicsPipeline(contextVk, &contextVk->getRenderPassCache(), in setupProgram() 794 ANGLE_TRY(ensureBufferClearResourcesInitialized(contextVk)); in clearBuffer() [all …]
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D | BufferVk.cpp | 193 ANGLE_TRY(mShadowBuffer.allocate(size)); in initializeShadowBuffer() 245 ANGLE_TRY(mBuffer.init(contextVk, createInfo, memoryPropertyFlags)); in setData() 251 ANGLE_TRY(initializeShadowBuffer(contextVk, target, size)); in setData() 256 ANGLE_TRY(setDataImpl(contextVk, static_cast<const uint8_t *>(data), size, 0)); in setData() 271 ANGLE_TRY(setDataImpl(contextVk, static_cast<const uint8_t *>(data), size, offset)); in setSubData() 293 ANGLE_TRY(sourceBuffer->getBuffer().waitForIdle(contextVk)); in copySubData() 297 ANGLE_TRY(sourceBuffer->getBuffer().mapWithOffset(contextVk, &srcPtr, sourceOffset)); in copySubData() 307 ANGLE_TRY(contextVk->onBufferRead(VK_ACCESS_TRANSFER_READ_BIT, &sourceBuffer->getBuffer())); in copySubData() 308 ANGLE_TRY(contextVk->onBufferWrite(VK_ACCESS_TRANSFER_WRITE_BIT, &mBuffer)); in copySubData() 309 ANGLE_TRY(contextVk->endRenderPassAndGetCommandBuffer(&commandBuffer)); in copySubData() [all …]
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D | ContextVk.cpp | 354 ANGLE_TRY(mPrimaryCommandPool.init(context, queueFamilyIndex)); in init() 380 ANGLE_TRY(releasePrimaryCommandBuffer(context, std::move(batch.primaryCommands))); in checkCompletedCommands() 466 ANGLE_TRY(mPrimaryCommandPool.collect(context, std::move(commandBuffer))); in releasePrimaryCommandBuffer() 556 ANGLE_TRY( in submitFrame() 566 ANGLE_TRY(releaseToCommandBatch(context, std::move(commandBuffer), commandPool, &batch)); in submitFrame() 570 ANGLE_TRY(checkCompletedCommands(context)); in submitFrame() 576 ANGLE_TRY(finishToSerial(context, mInFlightCommands[0].serial, in submitFrame() 782 ANGLE_TRY(mDriverUniformsDescriptorPool.init(this, &driverSetSize, 1)); in initialize() 784 ANGLE_TRY(mQueryPools[gl::QueryType::AnySamples].init(this, VK_QUERY_TYPE_OCCLUSION, in initialize() 786 ANGLE_TRY(mQueryPools[gl::QueryType::AnySamplesConservative].init( in initialize() [all …]
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D | TextureVk.cpp | 217 ANGLE_TRY(redefineImage(context, index, vkFormat, size)); in setImageImpl() 250 ANGLE_TRY(mImage->CalculateBufferInfo( in setSubImageImpl() 272 ANGLE_TRY(copyBufferDataToImage(contextVk, &bufferHelper, index, rowLengthPixels, in setSubImageImpl() 279 ANGLE_TRY(unpackBufferVk->mapImpl(contextVk, &mapPtr)); in setSubImageImpl() 284 ANGLE_TRY(mImage->stageSubresourceUpdateImpl( in setSubImageImpl() 290 ANGLE_TRY(unpackBufferVk->unmapImpl(contextVk)); in setSubImageImpl() 295 ANGLE_TRY(mImage->stageSubresourceUpdate( in setSubImageImpl() 316 ANGLE_TRY(redefineImage(context, index, vkFormat, newImageSize)); in copyImage() 351 ANGLE_TRY(redefineImage(context, index, destVkFormat, sourceImageDesc.size)); in copyTexture() 393 ANGLE_TRY(redefineImage(context, destIndex, vkFormat, size)); in copyCompressedTexture() [all …]
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D | VertexArrayVk.cpp | 66 ANGLE_TRY(dynamicBuffer->allocate(contextVk, bytesToAllocate, &dst, nullptr, bufferOffsetOut, in StreamVertexData() 90 ANGLE_TRY(dynamicBuffer->flush(contextVk)); in StreamVertexData() 176 ANGLE_TRY(mTranslatedByteIndexData.allocate(contextVk, sizeof(GLushort) * srcDataSize, nullptr, in convertIndexBufferGPU() 211 ANGLE_TRY(mTranslatedByteIndexData.allocate(contextVk, sizeof(GLushort) * srcDataSize, nullptr, in convertIndexBufferIndirectGPU() 215 ANGLE_TRY(mTranslatedByteIndirectData.allocate(contextVk, sizeof(VkDrawIndexedIndirectCommand), in convertIndexBufferIndirectGPU() 247 ANGLE_TRY(mLineLoopHelper.streamIndicesIndirect( in handleLineLoopIndexIndirect() 282 ANGLE_TRY(mLineLoopHelper.streamArrayIndirect(contextVk, maxVertexCount + 1, indirectBufferVk, in handleLineLoopIndirectDraw() 303 ANGLE_TRY(mDynamicIndexData.allocate(contextVk, amount, &dst, nullptr, in convertIndexBufferCPU() 378 ANGLE_TRY(conversion->data.allocate(contextVk, numVertices * destFormatSize, nullptr, nullptr, in convertVertexBufferGPU() 392 ANGLE_TRY(contextVk->getUtils().convertVertexBuffer( in convertVertexBufferGPU() [all …]
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/external/angle/src/tests/perf_tests/ |
D | ResultPerf.cpp | 43 ANGLE_TRY(ExternalCall()); in CallReturningResult() 44 ANGLE_TRY(ExternalCall()); in CallReturningResult() 45 ANGLE_TRY(ExternalCall()); in CallReturningResult() 46 ANGLE_TRY(ExternalCall()); in CallReturningResult() 47 ANGLE_TRY(ExternalCall()); in CallReturningResult() 48 ANGLE_TRY(ExternalCall()); in CallReturningResult() 49 ANGLE_TRY(ExternalCall()); in CallReturningResult() 50 ANGLE_TRY(ExternalCall()); in CallReturningResult() 51 ANGLE_TRY(ExternalCall()); in CallReturningResult()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Blit11Helper_autogen.inc | 925 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 930 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 935 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 940 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 945 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 950 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 955 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 960 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 965 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, 970 ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, [all …]
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D | TextureStorage11.cpp | 222 ANGLE_TRY(resolveTexture(context)); in getSRVForSampler() 243 ANGLE_TRY(useLevelZeroWorkaroundTexture(context, mipLevels == 1)); in getSRVForSampler() 268 ANGLE_TRY(ensureDropStencilTexture(context, &result)); in getSRVForSampler() 279 ANGLE_TRY(getCachedOrCreateSRVForSampler(context, key, outSRV)); in getSRVForSampler() 303 ANGLE_TRY(getSwizzleTexture(context, &texture)); in getCachedOrCreateSRVForSampler() 314 ANGLE_TRY(getResource(context, &texture)); in getCachedOrCreateSRVForSampler() 320 ANGLE_TRY(createSRVForSampler(context, key.baseLevel, key.mipLevels, format, *texture, &srv)); in getCachedOrCreateSRVForSampler() 335 ANGLE_TRY(resolveTexture(context)); in getSRVLevel() 349 ANGLE_TRY(getResource(context, &resource)); in getSRVLevel() 353 ANGLE_TRY(createSRVForSampler(context, mipLevel, 1, resourceFormat, *resource, in getSRVLevel() [all …]
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D | Buffer11.cpp | 397 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &systemMemoryStorage)); in getData() 430 ANGLE_TRY(getLatestBufferStorage(context, &latestStorage)); in setSubData() 433 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_STRUCTURED, &writeBuffer)); in setSubData() 437 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_UNIFORM, &writeBuffer)); in setSubData() 442 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer)); in setSubData() 447 ANGLE_TRY(getStagingStorage(context, &writeBuffer)); in setSubData() 451 ANGLE_TRY(getBufferStorage(context, BUFFER_USAGE_SYSTEM_MEMORY, &writeBuffer)); in setSubData() 461 ANGLE_TRY(writeBuffer->resize(context, requiredSize, preserveData)); in setSubData() 464 ANGLE_TRY(writeBuffer->setData(context, static_cast<const uint8_t *>(data), offset, size)); in setSubData() 484 ANGLE_TRY(getLatestBufferStorage(context, ©Dest)); in copySubData() [all …]
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D | Framebuffer11.cpp | 44 ANGLE_TRY(textureD3D->getNativeTexture(context, &texStorage)); in MarkAttachmentsDirty() 74 ANGLE_TRY(MarkAttachmentsDirty(context, &colorAttachment)); in markAttachmentsDirty() 80 ANGLE_TRY(MarkAttachmentsDirty(context, dsAttachment)); in markAttachmentsDirty() 103 ANGLE_TRY(clearer->clearFramebuffer(context, presentPathFastClearParams, mState)); in clearImpl() 107 ANGLE_TRY(clearer->clearFramebuffer(context, clearParams, mState)); in clearImpl() 110 ANGLE_TRY(markAttachmentsDirty(context)); in clearImpl() 175 ANGLE_TRY(invalidateAttachment(context, colorAttachment)); in invalidateBase() 210 ANGLE_TRY(invalidateAttachment(context, mState.getDepthAttachment())); in invalidateBase() 215 ANGLE_TRY(invalidateAttachment(context, mState.getStencilAttachment())); in invalidateBase() 238 ANGLE_TRY(attachment->getRenderTarget(context, 0, &renderTarget)); in invalidateAttachment() [all …]
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D | Blit11.cpp | 594 ANGLE_TRY(mRenderer->allocateResource(context11, vbDesc, &mVertexBuffer)); in initResources() 612 ANGLE_TRY(mRenderer->allocateResource(context11, pointSamplerDesc, &mPointSampler)); in initResources() 630 ANGLE_TRY(mRenderer->allocateResource(context11, linearSamplerDesc, &mLinearSampler)); in initResources() 646 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mScissorEnabledRasterizerState)); in initResources() 650 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mScissorDisabledRasterizerState)); in initResources() 669 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mDepthStencilState)); in initResources() 680 ANGLE_TRY(mRenderer->allocateResource(context11, swizzleBufferDesc, &mSwizzleCB)); in initResources() 763 ANGLE_TRY(mQuad2DIL.resolve(context11, mRenderer)); in getShaderSupport() 764 ANGLE_TRY(mQuad2DVS.resolve(context11, mRenderer)); in getShaderSupport() 774 ANGLE_TRY(mQuad3DIL.resolve(context11, mRenderer)); in getShaderSupport() [all …]
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D | Clear11.cpp | 150 ANGLE_TRY(mVs9.resolve(context11, renderer)); in getShadersAndLayout() 151 ANGLE_TRY(mPsFloat9.resolve(context11, renderer)); in getShadersAndLayout() 161 ANGLE_TRY(renderer->allocateResource(context11, ilDescArray, &vertexShader, &mIl9)); in getShadersAndLayout() 173 ANGLE_TRY(mVs.resolve(context11, renderer)); in getShadersAndLayout() 180 ANGLE_TRY(mVsMultiview.resolve(context11, renderer)); in getShadersAndLayout() 181 ANGLE_TRY(mGsMultiview.resolve(context11, renderer)); in getShadersAndLayout() 190 ANGLE_TRY(mPsDepth.resolve(context11, renderer)); in getShadersAndLayout() 198 ANGLE_TRY(mPsFloat[numRTs - 1].resolve(context11, renderer)); in getShadersAndLayout() 202 ANGLE_TRY(mPsUInt[numRTs - 1].resolve(context11, renderer)); in getShadersAndLayout() 206 ANGLE_TRY(mPsSInt[numRTs - 1].resolve(context11, renderer)); in getShadersAndLayout() [all …]
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D | Image11.cpp | 56 ANGLE_TRY(dest->map(context, D3D11_MAP_WRITE, &destMapped)); in GenerateMipmap() 60 ANGLE_TRY(src->map(context, D3D11_MAP_READ, &srcMapped)); in GenerateMipmap() 89 ANGLE_TRY(dest->map(context, D3D11_MAP_WRITE, &destMapped)); in CopyImage() 93 ANGLE_TRY(source->map(context, D3D11_MAP_READ, &srcMapped)); in CopyImage() 160 ANGLE_TRY(storage11->releaseAssociatedImage(context, index, this)); in copyToStorage() 165 ANGLE_TRY(getStagingTexture(context, &stagingTexture, &stagingSubresourceIndex)); in copyToStorage() 166 ANGLE_TRY(storage11->updateSubresourceLevel(context, *stagingTexture, stagingSubresourceIndex, in copyToStorage() 191 ANGLE_TRY(createStagingTexture(context)); in recoverFromAssociatedStorage() 197 ANGLE_TRY(mAssociatedStorage->copySubresourceLevel( in recoverFromAssociatedStorage() 296 ANGLE_TRY(map(context, D3D11_MAP_WRITE, &mappedImage)); in loadData() [all …]
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D | StateManager11.cpp | 649 ANGLE_TRY(renderer->mapResource(context, driverConstantBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, in updateBuffer() 889 ANGLE_TRY(generateSwizzlesForShader(context, gl::ShaderType::Compute)); in updateStateForCompute() 908 ANGLE_TRY(syncTexturesForCompute(context)); in updateStateForCompute() 911 ANGLE_TRY(syncTexturesForCompute(context)); in updateStateForCompute() 915 ANGLE_TRY(applyComputeUniforms(context, mProgramD3D)); in updateStateForCompute() 918 ANGLE_TRY(syncUniformBuffers(context)); in updateStateForCompute() 921 ANGLE_TRY(syncAtomicCounterBuffers(context)); in updateStateForCompute() 924 ANGLE_TRY(syncShaderStorageBuffers(context)); in updateStateForCompute() 927 ANGLE_TRY(syncProgramForCompute(context)); in updateStateForCompute() 1274 ANGLE_TRY(mRenderer->getBlendState(context, key, &dxBlendState)); in syncBlendState() [all …]
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D | Context11.cpp | 107 ANGLE_TRY(storage->getData(context, &bufferData)); in ReadbackIndirectBuffer() 266 ANGLE_TRY(mRenderer->getStateManager()->updateState( in drawArrays() 278 ANGLE_TRY(mRenderer->getStateManager()->updateState( in drawArraysInstanced() 291 ANGLE_TRY(mRenderer->getStateManager()->updateState( in drawArraysInstancedBaseInstance() 310 ANGLE_TRY(context->getState().getVertexArray()->getIndexRange( in drawElementsImpl() 312 ANGLE_TRY(mRenderer->getStateManager()->updateState( in drawElementsImpl() 321 ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, 0, indexCount, indexType, in drawElementsImpl() 411 ANGLE_TRY(ReadbackIndirectBuffer(context, indirect, &cmd)); in drawArraysIndirect() 413 ANGLE_TRY(mRenderer->getStateManager()->updateState(context, mode, cmd->first, cmd->count, in drawArraysIndirect() 421 ANGLE_TRY(mRenderer->getStateManager()->updateState( in drawArraysIndirect() [all …]
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D | PixelTransfer11.cpp | 71 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState)); in loadResources() 89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources() 99 ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer)); in loadResources() 103 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture), in loadResources() 107 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture), in loadResources() 111 ANGLE_TRY(buildShaderMap(context)); in loadResources() 162 ANGLE_TRY(loadResources(context)); in copyBufferToTexture() 187 ANGLE_TRY(bufferStorage11->getSRV(context, srvFormat, &bufferSRV)); in copyBufferToTexture() 241 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F), in buildShaderMap() 243 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I), in buildShaderMap() [all …]
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/external/angle/src/libANGLE/ |
D | validationEGL.cpp | 337 ANGLE_TRY(ValidateConfigAttribute(display, attrib.first)); in ValidateConfigAttributes() 338 ANGLE_TRY(ValidateConfigAttributeValue(display, attrib.first, attrib.second)); in ValidateConfigAttributes() 484 ANGLE_TRY(ValidatePlatformType(clientExtensions, value)); in ValidateGetPlatformDisplayCommon() 774 ANGLE_TRY(ValidateDisplay(display)); in ValidateStream() 801 ANGLE_TRY(ValidateContext(display, context)); in ValidateLabeledObject() 808 ANGLE_TRY(ValidateDisplay(display)); in ValidateLabeledObject() 822 ANGLE_TRY(ValidateImage(display, image)); in ValidateLabeledObject() 830 ANGLE_TRY(ValidateStream(display, stream)); in ValidateLabeledObject() 838 ANGLE_TRY(ValidateSurface(display, surface)); in ValidateLabeledObject() 846 ANGLE_TRY(ValidateSync(display, sync)); in ValidateLabeledObject() [all …]
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D | Texture.cpp | 871 ANGLE_TRY(mTexture->setBaseLevel(context, mState.getEffectiveBaseLevel())); in setBaseLevel() 1055 ANGLE_TRY(releaseTexImageInternal(context)); in setImage() 1056 ANGLE_TRY(orphanImages(context)); in setImage() 1060 ANGLE_TRY(mTexture->setImage(context, index, internalFormat, size, format, type, unpackState, in setImage() 1066 ANGLE_TRY(handleMipmapGenerationHint(context, level)); in setImage() 1086 ANGLE_TRY(ensureSubImageInitialized(context, index, area)); in setSubImage() 1088 ANGLE_TRY(mTexture->setSubImage(context, index, area, format, type, unpackState, unpackBuffer, in setSubImage() 1091 ANGLE_TRY(handleMipmapGenerationHint(context, level)); in setSubImage() 1110 ANGLE_TRY(releaseTexImageInternal(context)); in setCompressedImage() 1111 ANGLE_TRY(orphanImages(context)); in setCompressedImage() [all …]
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/external/angle/src/libANGLE/renderer/d3d/ |
D | TextureD3D.cpp | 55 ANGLE_TRY(bufferD3D->getData(context, &bufferData)); in GetUnpackPointer() 96 ANGLE_TRY(initializeStorage(context, false)); in getNativeTexture() 100 ANGLE_TRY(updateStorage(context)); in getNativeTexture() 116 ANGLE_TRY(image->copyFromTexStorage(context, index, mTexStorage)); in getImageAndSyncFromStorage() 246 ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData)); in setImageImpl() 252 ANGLE_TRY( in setImageImpl() 259 ANGLE_TRY(image->loadData(context, fullImageArea, unpack, type, pixelData, in setImageImpl() 281 ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData)); in subImage() 293 ANGLE_TRY(image->loadData(context, area, unpack, type, pixelData, index.usesTex3D())); in subImage() 294 ANGLE_TRY(commitRegion(context, index, area)); in subImage() [all …]
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D | VertexBuffer.cpp | 102 ANGLE_TRY(mFactory->getVertexSpaceRequired(context, attrib, binding, count, instances, in getSpaceRequired() 153 ANGLE_TRY(setBufferSize(context, std::max(size, 3 * curBufferSize / 2))); in reserveSpace() 158 ANGLE_TRY(discard(context)); in reserveSpace() 178 ANGLE_TRY(getSpaceRequired(context, attrib, binding, count, instances, &spaceRequired)); in storeDynamicAttribute() 187 ANGLE_TRY(mVertexBuffer->storeVertexAttributes(context, attrib, binding, currentValueType, in storeDynamicAttribute() 208 ANGLE_TRY(mFactory->getVertexSpaceRequired(context, attrib, binding, count, instances, in reserveVertexSpace() 218 ANGLE_TRY(reserveSpace(context, alignedRequiredSpace.ValueOrDie())); in reserveVertexSpace() 280 ANGLE_TRY(getSpaceRequired(context, attrib, binding, count, instances, &spaceRequired)); in storeStaticAttribute() 281 ANGLE_TRY(setBufferSize(context, spaceRequired)); in storeStaticAttribute() 284 ANGLE_TRY(mVertexBuffer->storeVertexAttributes(context, attrib, binding, in storeStaticAttribute()
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Blit9.cpp | 141 ANGLE_TRY((mRenderer->*createShader)(context9, reinterpret_cast<const DWORD *>(shaderCode), in setShader() 191 ANGLE_TRY(initialize(context9)); in boxFilter() 194 ANGLE_TRY(copySurfaceToTexture(context9, source, getSurfaceRect(source), &texture)); in boxFilter() 203 ANGLE_TRY(setVertexShader(context9, SHADER_VS_STANDARD)); in boxFilter() 204 ANGLE_TRY(setPixelShader(context9, SHADER_PS_PASSTHROUGH)); in boxFilter() 230 ANGLE_TRY(initialize(context9)); in copy2D() 236 ANGLE_TRY(colorbuffer->getRenderTarget(context, 0, &renderTarget9)); in copy2D() 244 ANGLE_TRY( in copy2D() 248 ANGLE_TRY(copy(context9, source.Get(), nullptr, sourceRect, destFormat, destOffset, in copy2D() 264 ANGLE_TRY(initialize(context9)); in copyCube() [all …]
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D | TextureStorage9.cpp | 167 ANGLE_TRY(getBaseTexture(context, &baseTexture)); in getSurfaceLevel() 193 ANGLE_TRY(getBaseTexture(context, &baseTexture)); in getRenderTarget() 196 ANGLE_TRY(getSurfaceLevel(context, gl::TextureTarget::_2D, index.getLevelIndex(), false, in getRenderTarget() 219 ANGLE_TRY(getSurfaceLevel(context, gl::TextureTarget::_2D, sourceIndex.getLevelIndex(), false, in generateMipmap() 223 ANGLE_TRY( in generateMipmap() 262 ANGLE_TRY(getSurfaceLevel(context, gl::TextureTarget::_2D, i, false, &srcSurf)); in copyToStorage() 265 ANGLE_TRY(dest9->getSurfaceLevel(context, gl::TextureTarget::_2D, i, true, &dstSurf)); in copyToStorage() 267 ANGLE_TRY( in copyToStorage() 299 ANGLE_TRY(mImage->getRenderTarget(context, &renderTargetD3D)); in getSurfaceLevel() 323 ANGLE_TRY(mImage->getRenderTarget(context, &renderTargetD3D)); in getBaseTexture() [all …]
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/external/angle/src/libANGLE/renderer/gl/ |
D | BlitGL.cpp | 197 ANGLE_TRY(SetClearState(stateManager, bindColor, bindDepth, bindStencil, outClearMask)); in PrepareForClear() 305 ANGLE_TRY(initializeResources(context)); in copySubImageToLUMAWorkaroundTexture() 308 ANGLE_TRY(getBlitProgram(context, gl::TextureType::_2D, GL_FLOAT, GL_FLOAT, &blitProgram)); in copySubImageToLUMAWorkaroundTexture() 352 ANGLE_TRY(scopedState.enter(context, gl::Rectangle(0, 0, sourceArea.width, sourceArea.height))); in copySubImageToLUMAWorkaroundTexture() 355 ANGLE_TRY(setScratchTextureParameter(context, GL_TEXTURE_MIN_FILTER, GL_NEAREST)); in copySubImageToLUMAWorkaroundTexture() 356 ANGLE_TRY(setScratchTextureParameter(context, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); in copySubImageToLUMAWorkaroundTexture() 390 ANGLE_TRY(orphanScratchTextures(context)); in copySubImageToLUMAWorkaroundTexture() 392 ANGLE_TRY(scopedState.exit(context)); in copySubImageToLUMAWorkaroundTexture() 403 ANGLE_TRY(initializeResources(context)); in blitColorBufferWithShader() 406 ANGLE_TRY(getBlitProgram(context, gl::TextureType::_2D, GL_FLOAT, GL_FLOAT, &blitProgram)); in blitColorBufferWithShader() [all …]
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