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Searched refs:mConstantBuffer (Results 1 – 4 of 4) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d11/
DShaderExecutable11.cpp92 : 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()
DClear11.cpp223 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()
DShaderExecutable11.h64 d3d11::Buffer mConstantBuffer;
DClear11.h93 d3d11::Buffer mConstantBuffer; variable