Searched refs:mConstantBuffer (Results 1 – 4 of 4) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | ShaderExecutable11.cpp | 92 : UniformStorageD3D(initialSize), mConstantBuffer() in UniformStorage11() 101 if (size() > 0 && !mConstantBuffer.valid()) in getConstantBuffer() 109 renderer->allocateResource(GetImplAs<Context11>(context), desc, &mConstantBuffer)); in getConstantBuffer() 112 *bufferOut = &mConstantBuffer; in getConstantBuffer()
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D | Clear11.cpp | 223 mConstantBuffer(), in Clear11() 303 if (mConstantBuffer.valid()) in ensureConstantBufferCreated() 324 &mConstantBuffer)); in ensureConstantBufferCreated() 325 mConstantBuffer.setDebugName("Clear11 Constant Buffer"); in ensureConstantBufferCreated() 696 ANGLE_TRY(mRenderer->mapResource(context, mConstantBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, in clearFramebuffer() 700 deviceContext->Unmap(mConstantBuffer.get(), 0); in clearFramebuffer() 734 stateManager->setPixelConstantBuffer(0, &mConstantBuffer); in clearFramebuffer()
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D | ShaderExecutable11.h | 64 d3d11::Buffer mConstantBuffer;
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D | Clear11.h | 93 d3d11::Buffer mConstantBuffer; variable
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