Lines Matching refs:displayD3D
158 EGLint SwapChain11::resetOffscreenBuffers(DisplayD3D *displayD3D, in resetOffscreenBuffers() argument
164 EGLint result = resetOffscreenColorBuffer(displayD3D, backbufferWidth, backbufferHeight); in resetOffscreenBuffers()
171 EGLint result = resetOffscreenDepthBuffer(displayD3D, backbufferWidth, backbufferHeight); in resetOffscreenBuffers()
183 EGLint SwapChain11::resetOffscreenColorBuffer(DisplayD3D *displayD3D, in resetOffscreenColorBuffer() argument
266 angle::Result result = mRenderer->allocateTexture(displayD3D, offscreenTextureDesc, in resetOffscreenColorBuffer()
270 ERR() << "Could not create offscreen texture, " << displayD3D->getStoredErrorString(); in resetOffscreenColorBuffer()
313 angle::Result result = mRenderer->allocateResource(displayD3D, offscreenRTVDesc, in resetOffscreenColorBuffer()
318 << displayD3D->getStoredErrorString(); in resetOffscreenColorBuffer()
333 result = mRenderer->allocateResource(displayD3D, offscreenSRVDesc, mOffscreenTexture.get(), in resetOffscreenColorBuffer()
338 << displayD3D->getStoredErrorString(); in resetOffscreenColorBuffer()
368 swapRect(displayD3D, 0, 0, backbufferWidth, backbufferHeight); in resetOffscreenColorBuffer()
375 EGLint SwapChain11::resetOffscreenDepthBuffer(DisplayD3D *displayD3D, in resetOffscreenDepthBuffer() argument
423 displayD3D, depthStencilTextureDesc, depthBufferFormatInfo, &mDepthStencilTexture); in resetOffscreenDepthBuffer()
427 << displayD3D->getStoredErrorString(); in resetOffscreenDepthBuffer()
440 result = mRenderer->allocateResource(displayD3D, depthStencilDesc, in resetOffscreenDepthBuffer()
455 result = mRenderer->allocateResource(displayD3D, depthStencilSRVDesc, in resetOffscreenDepthBuffer()
465 EGLint SwapChain11::resize(DisplayD3D *displayD3D, EGLint backbufferWidth, EGLint backbufferHeight) in resize() argument
538 displayD3D, mBackBufferTexture.get(), &mBackBufferRTView); in resize()
542 result = mRenderer->allocateResourceNoDesc(displayD3D, mBackBufferTexture.get(), in resize()
550 return resetOffscreenBuffers(displayD3D, backbufferWidth, backbufferHeight); in resize()
581 EGLint SwapChain11::reset(DisplayD3D *displayD3D, in reset() argument
597 return resize(displayD3D, backbufferWidth, backbufferHeight); in reset()
662 displayD3D, mBackBufferTexture.get(), &mBackBufferRTView); in reset()
666 result = mRenderer->allocateResourceNoDesc(displayD3D, mBackBufferTexture.get(), in reset()
674 return resetOffscreenBuffers(displayD3D, backbufferWidth, backbufferHeight); in reset()
677 angle::Result SwapChain11::initPassThroughResources(DisplayD3D *displayD3D) in initPassThroughResources() argument
701 ANGLE_TRY(mRenderer->allocateResource(displayD3D, vbDesc, &mQuadVB)); in initPassThroughResources()
719 ANGLE_TRY(mRenderer->allocateResource(displayD3D, samplerDesc, &mPassThroughSampler)); in initPassThroughResources()
731 mRenderer->allocateResource(displayD3D, quadElements, &vertexShaderData, &mPassThroughIL)); in initPassThroughResources()
734 ANGLE_TRY(mRenderer->allocateResource(displayD3D, vertexShaderData, &mPassThroughVS)); in initPassThroughResources()
741 mRenderer->allocateResource(displayD3D, pixelShaderData, &mPassThroughOrResolvePS)); in initPassThroughResources()
749 mRenderer->allocateResource(displayD3D, pixelShaderData, &mPassThroughOrResolvePS)); in initPassThroughResources()
755 mRenderer->allocateResource(displayD3D, pixelShaderData, &mPassThroughOrResolvePS)); in initPassThroughResources()
774 ANGLE_TRY(mRenderer->allocateResource(displayD3D, rasterizerDesc, &mPassThroughRS)); in initPassThroughResources()
782 EGLint SwapChain11::swapRect(DisplayD3D *displayD3D, in swapRect() argument
790 EGLint result = copyOffscreenToBackbuffer(displayD3D, x, y, width, height); in swapRect()
797 EGLint result = present(displayD3D, x, y, width, height); in swapRect()
808 EGLint SwapChain11::copyOffscreenToBackbuffer(DisplayD3D *displayD3D, in copyOffscreenToBackbuffer() argument
819 if (initPassThroughResources(displayD3D) == angle::Result::Stop) in copyOffscreenToBackbuffer()
896 EGLint SwapChain11::present(DisplayD3D *displayD3D, EGLint x, EGLint y, EGLint width, EGLint height) in present() argument