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Searched refs:contextD3D (Results 1 – 5 of 5) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/
DFramebufferD3D.cpp220 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in readPixels() local
223 ANGLE_CHECK_GL_MATH(contextD3D, in readPixels()
228 ANGLE_CHECK_GL_MATH(contextD3D, sizedFormatInfo.computeSkipBytes(type, outputPitch, 0, pack, in readPixels()
DProgramD3D.cpp939 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in wait() local
940 mTask->popError(contextD3D); in wait()
1166 angle::Result ProgramD3D::loadBinaryShaderExecutables(d3d::Context *contextD3D, in loadBinaryShaderExecutables() argument
1190 ANGLE_TRY(mRenderer->loadExecutable(contextD3D, vertexShaderFunction, vertexShaderSize, in loadBinaryShaderExecutables()
1225 ANGLE_TRY(mRenderer->loadExecutable(contextD3D, pixelShaderFunction, pixelShaderSize, in loadBinaryShaderExecutables()
1253 ANGLE_TRY(mRenderer->loadExecutable(contextD3D, geometryShaderFunction, geometryShaderSize, in loadBinaryShaderExecutables()
1287 ANGLE_TRY(mRenderer->loadExecutable(contextD3D, computeShaderFunction, computeShaderSize, in loadBinaryShaderExecutables()
1886 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in checkTask() local
1887 task->popError(contextD3D); in checkTask()
DTextureD3D.cpp730 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in initializeContents() local
805 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeRowPitch(formatInfo.type, image->getWidth(), in initializeContents()
813 ANGLE_CHECK_GL_ALLOC(contextD3D, context->getZeroFilledBuffer(imageBytes, &zeroBuffer)); in initializeContents()
3159 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in setImage() local
3162 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( in setImage()
3186 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in setSubImage() local
3192 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( in setSubImage()
3221 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in setCompressedImage() local
3230 contextD3D, formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0, 0, in setCompressedImage()
3254 ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); in setCompressedSubImage() local
[all …]
DProgramD3D.h505 angle::Result loadBinaryShaderExecutables(d3d::Context *contextD3D,
/external/angle/src/libANGLE/renderer/d3d/d3d9/
DRenderer9.cpp1746 d3d::Context *contextD3D = GetImplAs<ContextD3D>(context); in applyShaders() local
1749 ANGLE_TRY(ensureHLSLCompilerInitialized(contextD3D)); in applyShaders()
1756 ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(contextD3D, &vertexExe, nullptr)); in applyShaders()
1762 ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(contextD3D, &pixelExe, nullptr)); in applyShaders()