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Lines Matching refs:mRenderer

534     : mRenderer(renderer),  in Blit11()
589 6 * mRenderer->getNativeCaps().max3DTextureSize); in initResources()
598 ANGLE_TRY(mRenderer->allocateResource(context11, vbDesc, &mVertexBuffer)); in initResources()
616 ANGLE_TRY(mRenderer->allocateResource(context11, pointSamplerDesc, &mPointSampler)); in initResources()
634 ANGLE_TRY(mRenderer->allocateResource(context11, linearSamplerDesc, &mLinearSampler)); in initResources()
650 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mScissorEnabledRasterizerState)); in initResources()
654 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mScissorDisabledRasterizerState)); in initResources()
673 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mDepthStencilState)); in initResources()
684 ANGLE_TRY(mRenderer->allocateResource(context11, swizzleBufferDesc, &mSwizzleCB)); in initResources()
767 ANGLE_TRY(mQuad2DIL.resolve(context11, mRenderer)); in getShaderSupport()
768 ANGLE_TRY(mQuad2DVS.resolve(context11, mRenderer)); in getShaderSupport()
778 ANGLE_TRY(mQuad3DIL.resolve(context11, mRenderer)); in getShaderSupport()
779 ANGLE_TRY(mQuad3DVS.resolve(context11, mRenderer)); in getShaderSupport()
780 ANGLE_TRY(mQuad3DGS.resolve(context11, mRenderer)); in getShaderSupport()
802 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in swizzleTexture()
849 ANGLE_TRY(mRenderer->mapResource(context, mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, in swizzleTexture()
866 ANGLE_TRY(mRenderer->mapResource(context, mSwizzleCB.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, in swizzleTexture()
877 StateManager11 *stateManager = mRenderer->getStateManager(); in swizzleTexture()
930 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in copyTexture()
979 ANGLE_TRY(mRenderer->mapResource(context, mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, in copyTexture()
991 StateManager11 *stateManager = mRenderer->getStateManager(); in copyTexture()
999 ANGLE_TRY(mAlphaMaskBlendState.resolve(GetImplAs<Context11>(context), mRenderer)); in copyTexture()
1079 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in copyDepth()
1083 ANGLE_TRY(mRenderer->mapResource(context, mVertexBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, in copyDepth()
1095 StateManager11 *stateManager = mRenderer->getStateManager(); in copyDepth()
1116 ANGLE_TRY(mQuad2DIL.resolve(context11, mRenderer)); in copyDepth()
1117 ANGLE_TRY(mQuad2DVS.resolve(context11, mRenderer)); in copyDepth()
1118 ANGLE_TRY(mDepthPS.resolve(context11, mRenderer)); in copyDepth()
1235 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in copyAndConvertImpl()
1238 ANGLE_TRY(mRenderer->createStagingTexture(context, ResourceType::Texture2D, in copyAndConvertImpl()
1247 mRenderer->mapResource(context, sourceStaging.get(), 0, D3D11_MAP_READ, 0, &sourceMapping)); in copyAndConvertImpl()
1251 mRenderer->mapResource(context, destStaging.get(), 0, D3D11_MAP_WRITE, 0, &destMapping); in copyAndConvertImpl()
1300 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in copyAndConvert()
1306 ANGLE_TRY(mRenderer->createStagingTexture(context, ResourceType::Texture2D, dest.getFormatSet(), in copyAndConvert()
1317 if (mRenderer->getFeatures().depthStencilBlitExtraCopy.enabled) in copyAndConvert()
1321 mRenderer->mapResource(context, destStaging.get(), 0, D3D11_MAP_READ, 0, &mapped)); in copyAndConvert()
1344 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), shaderData, &ps)); in addBlitShaderToMap()
1364 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), shaderData, &ps)); in addSwizzleShaderToMap()
1603 ASSERT(dimension == SHADER_2D || mRenderer->isES3Capable()); in getBlitShader()
1631 ASSERT(mRenderer->isES3Capable()); in getSwizzleShader()
1712 ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0); in resolveDepth()
1715 auto *deviceContext = mRenderer->getDeviceContext(); in resolveDepth()
1716 auto *stateManager = mRenderer->getStateManager(); in resolveDepth()
1722 ANGLE_TRY(mResolveDepthStencilVS.resolve(context11, mRenderer)); in resolveDepth()
1723 ANGLE_TRY(mResolveDepthPS.resolve(context11, mRenderer)); in resolveDepth()
1772 ANGLE_TRY(mRenderer->allocateTexture(context11, textureDesc, format, &mResolvedDepth)); in initResolveDepthOnly()
1781 ANGLE_TRY(mRenderer->allocateResource(context11, dsvDesc, mResolvedDepth.get(), in initResolveDepthOnly()
1787 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in initResolveDepthOnly()
1808 const auto &formatSet = d3d11::Format::Get(GL_RG32F, mRenderer->getRenderer11DeviceCaps()); in initResolveDepthStencil()
1826 mRenderer->allocateTexture(context11, textureDesc, formatSet, &mResolvedDepthStencil)); in initResolveDepthStencil()
1829 ANGLE_TRY(mRenderer->allocateResourceNoDesc(context11, mResolvedDepthStencil.get(), in initResolveDepthStencil()
1844 ASSERT(mRenderer->getRenderer11DeviceCaps().featureLevel > D3D_FEATURE_LEVEL_10_0); in resolveStencil()
1850 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in resolveStencil()
1851 auto *stateManager = mRenderer->getStateManager(); in resolveStencil()
1877 mRenderer->allocateResource(context11, srViewDesc, stencilResource, &mStencilSRV)); in resolveStencil()
1882 ANGLE_TRY(mResolveDepthStencilVS.resolve(context11, mRenderer)); in resolveStencil()
1890 ANGLE_TRY(mResolveDepthStencilPS.resolve(context11, mRenderer)); in resolveStencil()
1895 ANGLE_TRY(mResolveStencilPS.resolve(context11, mRenderer)); in resolveStencil()
1919 ANGLE_TRY(mRenderer->createStagingTexture(context, ResourceType::Texture2D, in resolveStencil()