Lines Matching refs:mRenderer
63 mRenderer(renderer), in SwapChain11()
98 ASSERT(!mRenderer->presentPathFastEnabled() || orientation == 0); in SwapChain11()
190 ID3D11Device *device = mRenderer->getDevice(); in resetOffscreenColorBuffer()
206 d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); in resetOffscreenColorBuffer()
252 !mNativeWindow->getNativeWindow() && mRenderer->getShareHandleSupport(); in resetOffscreenColorBuffer()
266 angle::Result result = mRenderer->allocateTexture(displayD3D, offscreenTextureDesc, in resetOffscreenColorBuffer()
313 angle::Result result = mRenderer->allocateResource(displayD3D, offscreenRTVDesc, in resetOffscreenColorBuffer()
333 result = mRenderer->allocateResource(displayD3D, offscreenSRVDesc, mOffscreenTexture.get(), in resetOffscreenColorBuffer()
361 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in resetOffscreenColorBuffer()
384 d3d11::Format::Get(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps()); in resetOffscreenDepthBuffer()
412 (mRenderer->getRenderer11DeviceCaps().supportsMultisampledDepthStencilSRVs || in resetOffscreenDepthBuffer()
422 angle::Result result = mRenderer->allocateTexture( in resetOffscreenDepthBuffer()
440 result = mRenderer->allocateResource(displayD3D, depthStencilDesc, in resetOffscreenDepthBuffer()
455 result = mRenderer->allocateResource(displayD3D, depthStencilSRVDesc, in resetOffscreenDepthBuffer()
468 ID3D11Device *device = mRenderer->getDevice(); in resize()
533 d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); in resize()
537 angle::Result result = mRenderer->allocateResourceNoDesc( in resize()
542 result = mRenderer->allocateResourceNoDesc(displayD3D, mBackBufferTexture.get(), in resize()
601 ID3D11Device *device = mRenderer->getDevice(); in reset()
625 device, mRenderer->getDxgiFactory(), getSwapChainNativeFormat(), backbufferWidth, in reset()
647 if (mRenderer->getRenderer11DeviceCaps().supportsDXGI1_2) in reset()
657 d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); in reset()
661 angle::Result result = mRenderer->allocateResourceNoDesc( in reset()
666 result = mRenderer->allocateResourceNoDesc(displayD3D, mBackBufferTexture.get(), in reset()
685 ID3D11Device *device = mRenderer->getDevice(); in initPassThroughResources()
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()
803 mRenderer->onSwap(); in swapRect()
824 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in copyOffscreenToBackbuffer()
866 StateManager11 *stateManager = mRenderer->getStateManager(); in copyOffscreenToBackbuffer()
937 mRenderer->getStateManager()->invalidateRenderTarget(); in present()
942 << gl::FmtHR(mRenderer->getDevice()->GetDeviceRemovedReason()); in present()
987 d3d11::Format::Get(mOffscreenRenderTargetFormat, mRenderer->getRenderer11DeviceCaps()); in getRenderTargetShaderResource()
995 angle::Result result = mRenderer->allocateTexture( in getRenderTargetShaderResource()
1007 result = mRenderer->allocateResource(context, offscreenSRVDesc, in getRenderTargetShaderResource()
1016 mRenderer->getDeviceContext()->CopyResource(mOffscreenTextureCopyForSRV.get(), in getRenderTargetShaderResource()