Searched refs:contextD3D (Results 1 – 5 of 5) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/ |
D | FramebufferD3D.cpp | 220 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()
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D | ProgramD3D.cpp | 939 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()
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D | TextureD3D.cpp | 730 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 …]
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D | ProgramD3D.h | 505 angle::Result loadBinaryShaderExecutables(d3d::Context *contextD3D,
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Renderer9.cpp | 1746 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()
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