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Searched refs:ANGLE_TRY (Results 1 – 25 of 142) sorted by relevance

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/external/angle/src/libANGLE/renderer/vulkan/
DQueryVk.cpp47 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()
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DOverlayVk.cpp64 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()
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DUtilsVk.cpp447 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()
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DBufferVk.cpp193 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()
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DContextVk.cpp354 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()
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DTextureVk.cpp217 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()
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DVertexArrayVk.cpp66 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()
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/external/angle/src/tests/perf_tests/
DResultPerf.cpp43 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()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DBlit11Helper_autogen.inc925 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,
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DTextureStorage11.cpp222 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()
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DBuffer11.cpp397 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, &copyDest)); in copySubData()
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DFramebuffer11.cpp44 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()
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DBlit11.cpp594 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()
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DClear11.cpp150 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()
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DImage11.cpp56 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()
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DStateManager11.cpp649 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()
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DContext11.cpp107 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()
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DPixelTransfer11.cpp71 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()
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/external/angle/src/libANGLE/
DvalidationEGL.cpp337 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()
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DTexture.cpp871 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()
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/external/angle/src/libANGLE/renderer/d3d/
DTextureD3D.cpp55 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()
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DVertexBuffer.cpp102 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()
/external/angle/src/libANGLE/renderer/d3d/d3d9/
DBlit9.cpp141 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()
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DTextureStorage9.cpp167 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()
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/external/angle/src/libANGLE/renderer/gl/
DBlitGL.cpp197 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()
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