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Searched refs:constantBuffer (Results 1 – 4 of 4) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d11/
Drenderer11_utils.h310 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()
DStateManager11.cpp3477 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()
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/external/vulkan-validation-layers/tests/
Dvkrenderframework.h381 int AppendBuffer(VkDescriptorType type, VkConstantBufferObj &constantBuffer);
Dvkrenderframework.cpp863 int VkDescriptorSetObj::AppendBuffer(VkDescriptorType type, VkConstantBufferObj &constantBuffer) { in AppendBuffer() argument
877 … &constantBuffer.m_descriptorBufferInfo)); in AppendBuffer()