Lines Matching refs:mRenderer
39 : mRenderer(renderer), in PixelTransfer11()
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()
170 ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat)); in copyBufferToTexture()
182 sourceglFormatInfo.sizedInternalFormat, mRenderer->getRenderer11DeviceCaps()); in copyBufferToTexture()
198 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in copyBufferToTexture()
202 StateManager11 *stateManager = mRenderer->getStateManager(); 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()
245 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI), in buildShaderMap()