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Lines Matching refs:d3dResource

371     ID3D12Resource* d3dResource = d3dTex->d3dResource();  in onCreateCompressedTexture()  local
372 SkASSERT(d3dResource); in onCreateCompressedTexture()
373 D3D12_RESOURCE_DESC desc = d3dResource->GetDesc(); in onCreateCompressedTexture()
405 ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource(); in onCreateCompressedTexture()
486 dstLocation.pResource = dstResource->d3dResource(); in copySurfaceAsCopyTexture()
491 srcLocation.pResource = srcResource->d3dResource(); in copySurfaceAsCopyTexture()
582 srcLocation.pResource = texResource->d3dResource(); in onReadPixels()
615 dstLocation.pResource = d3dBuf->d3dResource(); in onReadPixels()
684 ID3D12Resource* d3dResource = tex->d3dResource(); in uploadToTexture() local
685 SkASSERT(d3dResource); in uploadToTexture()
686 D3D12_RESOURCE_DESC desc = d3dResource->GetDesc(); in uploadToTexture()
748 ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource(); in uploadToTexture()
907 (d3dTex->d3dResource()->GetDesc().Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) { in onRegenerateMipMapLevels()
911 D3D12_RESOURCE_DESC uavDesc = d3dTex->d3dResource()->GetDesc(); in onRegenerateMipMapLevels()
957 barrier.pResource = uavTexture->d3dResource(); in onRegenerateMipMapLevels()
994 fResourceProvider.createShaderResourceView(uavTexture->d3dResource(), srcMip, 1); in onRegenerateMipMapLevels()
999 fResourceProvider.createUnorderedAccessView(uavTexture->d3dResource(), dstMip); in onRegenerateMipMapLevels()
1020 this->currentCommandList()->uavBarrier(uavTexture->resource(), uavTexture->d3dResource()); in onRegenerateMipMapLevels()
1211 ID3D12Resource* d3dResource = texture->d3dResource(); in onClearBackendTexture() local
1212 SkASSERT(d3dResource); in onClearBackendTexture()
1213 D3D12_RESOURCE_DESC desc = d3dResource->GetDesc(); in onClearBackendTexture()
1266 ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource(); in onClearBackendTexture()
1314 ID3D12Resource* d3dResource = texture->d3dResource(); in onUpdateCompressedBackendTexture() local
1315 SkASSERT(d3dResource); in onUpdateCompressedBackendTexture()
1316 D3D12_RESOURCE_DESC desc = d3dResource->GetDesc(); in onUpdateCompressedBackendTexture()
1359 ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource(); in onUpdateCompressedBackendTexture()