Searched refs:constantBuffer (Results 1 – 4 of 4) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | renderer11_utils.h | 310 void SetBufferData(ID3D11DeviceContext *context, ID3D11Buffer *constantBuffer, const T &value) in SetBufferData() argument 313 HRESULT result = context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); in SetBufferData() 318 context->Unmap(constantBuffer, 0); in SetBufferData()
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D | StateManager11.cpp | 3477 const d3d11::Buffer *constantBuffer = nullptr; in applyComputeUniforms() local 3478 ANGLE_TRY(computeUniformStorage->getConstantBuffer(context, mRenderer, &constantBuffer)); in applyComputeUniforms() 3485 UpdateUniformBuffer(deviceContext, computeUniformStorage, constantBuffer); in applyComputeUniforms() 3489 if (mCurrentComputeConstantBuffer != constantBuffer->getSerial()) in applyComputeUniforms() 3493 constantBuffer->getPointer()); in applyComputeUniforms() 3494 mCurrentComputeConstantBuffer = constantBuffer->getSerial(); in applyComputeUniforms() 3545 const d3d11::Buffer *constantBuffer = nullptr; in syncUniformBuffersForShader() local 3550 uniformBufferSize, &constantBuffer, in syncUniformBuffersForShader() 3552 ASSERT(constantBuffer); in syncUniformBuffersForShader() 3558 if (mCurrentConstantBufferVS[bufferIndex] == constantBuffer->getSerial() && in syncUniformBuffersForShader() [all …]
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/external/vulkan-validation-layers/tests/ |
D | vkrenderframework.h | 381 int AppendBuffer(VkDescriptorType type, VkConstantBufferObj &constantBuffer);
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D | vkrenderframework.cpp | 863 int VkDescriptorSetObj::AppendBuffer(VkDescriptorType type, VkConstantBufferObj &constantBuffer) { in AppendBuffer() argument 877 … &constantBuffer.m_descriptorBufferInfo)); in AppendBuffer()
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