Searched refs:fResourceState (Results 1 – 10 of 10) sorted by relevance
16 , fResourceState(state) {} in GrD3DBackendSurfaceInfo()19 SkSafeUnref(fResourceState); in cleanup()20 fResourceState = nullptr; in cleanup()27 GrD3DResourceState* oldLayout = fResourceState; in assign()29 fResourceState = SkSafeRef(that.fResourceState); in assign()37 SkASSERT(fResourceState); in setResourceState()38 fResourceState->setResourceState(static_cast<D3D12_RESOURCE_STATES>(resourceState)); in setResourceState()42 SkASSERT(fResourceState); in getGrD3DResourceState()43 return sk_ref_sp(fResourceState); in getGrD3DResourceState()47 return GrD3DTextureResourceInfo(*fTextureResourceInfo, fResourceState->getResourceState()); in snapTextureResourceInfo()[all …]
85 , fResourceState(resourceState) in GrD3DBuffer()97 if (newResourceState == fResourceState || in setResourceState()99 (fResourceState == D3D12_RESOURCE_STATE_GENERIC_READ && in setResourceState()100 SkToBool(newResourceState | fResourceState))) { in setResourceState()107 barrier.StateBefore = fResourceState; in setResourceState()112 fResourceState = newResourceState; in setResourceState()223 range.End = fResourceState == D3D12_RESOURCE_STATE_COPY_DEST ? 0 : size; in internalUnmap()
78 new GrD3DResourceState(static_cast<D3D12_RESOURCE_STATES>(info.fResourceState))); in MakeNewTexture()119 info.fResourceState, nullptr); in MakeAliasingTexture()125 new GrD3DResourceState(static_cast<D3D12_RESOURCE_STATES>(info.fResourceState))); in MakeAliasingTexture()
53 info->fResourceState = initialState; in InitTextureResourceInfo()96 static_cast<D3D12_RESOURCE_STATES>(msInfo.fResourceState))); in CreateMSAA()
38 D3D12_RESOURCE_STATES fResourceState; variable
60 sk_sp<GrD3DResourceState> state(new GrD3DResourceState(info.fResourceState)); in MakeStencil()
124 static_cast<D3D12_RESOURCE_STATES>(info.fResourceState))); in MakeNewTextureRenderTarget()
182 D3D12_RESOURCE_STATES fResourceState = D3D12_RESOURCE_STATE_COMMON; member201 , fResourceState(resourceState) in fResource()212 , fResourceState(static_cast<D3D12_RESOURCE_STATES>(resourceState)) in GrD3DTextureResourceInfo()221 return fResource == that.fResource && fResourceState == that.fResourceState &&
46 GrD3DResourceState* fResourceState; member
504 static_cast<D3D12_RESOURCE_STATES>(d3dInfo.fResourceState)))) {} in GrBackendTexture()941 static_cast<D3D12_RESOURCE_STATES>(d3dInfo.fResourceState)))) {} in GrBackendRenderTarget()