Searched refs:fFence (Results 1 – 9 of 9) sorted by relevance
23 callback.fFence = fGpu->insertFence(); in add()29 while (!fCallbacks.empty() && fGpu->waitFence(fCallbacks.front().fFence)) { in check()31 fGpu->deleteFence(fCallbacks.front().fFence); in check()40 fGpu->deleteFence(fCallbacks.front().fFence); in callAll()
57 GrFence fFence; member
64 gr_cp<ID3D12Fence> fFence; member in sk_app::D3D12WindowContext128 IID_PPV_ARGS(&fFence))); in initializeContext()169 fFence.reset(nullptr); in destroyContext()187 if (fFence->GetCompletedValue() < fFenceValues[fBufferIndex]) { in getBackbufferSurface()188 GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[fBufferIndex], fFenceEvent)); in getBackbufferSurface()208 GR_D3D_CALL_ERRCHECK(fQueue->Signal(fFence.get(), fFenceValues[fBufferIndex])); in swapBuffers()219 if (fFence->GetCompletedValue() < fFenceValues[i]) { in resize()220 GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fFenceValues[i], fFenceEvent)); in resize()
103 sk_gpu_test::PlatformFence fFence; member in GpuSync567 fFenceSync->deleteFence(fFence); in ~GpuSync()571 if (sk_gpu_test::kInvalidFence == fFence) { in syncToPreviousFrame()574 if (!fFenceSync->waitFence(fFence)) { in syncToPreviousFrame()577 fFenceSync->deleteFence(fFence); in syncToPreviousFrame()582 fFence = fFenceSync->insertFence(); in updateFence()583 if (sk_gpu_test::kInvalidFence == fFence) { in updateFence()
231 : fFence(nullptr) in GrD3DFenceInfo()235 gr_cp<ID3D12Fence> fFence; member
26 ID3D12Fence* fence() const { return fFenceInfo.fFence.get(); } in fence()
15 gpu->device()->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fenceInfo.fFence)); in Make()
87 IID_PPV_ARGS(&fFence))); in GrD3DGpu()110 SkDEBUGCODE(uint64_t fenceValue = fFence->GetCompletedValue();) in destroyResources()191 uint64_t currentFenceValue = fFence->GetCompletedValue(); in checkForFinishedCommandLists()210 if (fFence->GetCompletedValue() < fCurrentFenceValue) { in waitForQueueCompletion()214 GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fCurrentFenceValue, fenceEvent)); in waitForQueueCompletion()1528 GR_D3D_CALL_ERRCHECK(fQueue->Signal(fFence.get(), ++fCurrentFenceValue)); in insertFence()1533 return (fFence->GetCompletedValue() >= fence); in waitFence()
280 gr_cp<ID3D12Fence> fFence; variable