Searched refs:setResourceState (Results 1 – 11 of 11) sorted by relevance
/external/skia/src/gpu/d3d/ |
D | GrD3DTypesPriv.cpp | 36 void GrD3DBackendSurfaceInfo::setResourceState(GrD3DResourceStateEnum resourceState) { in setResourceState() function in GrD3DBackendSurfaceInfo 38 fResourceState->setResourceState(static_cast<D3D12_RESOURCE_STATES>(resourceState)); in setResourceState()
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D | GrD3DTextureResource.h | 54 void setResourceState(const GrD3DGpu* gpu, D3D12_RESOURCE_STATES newResourceState, 66 fState->setResourceState(newState); in updateResourceState()
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D | GrD3DPipelineState.cpp | 159 const_cast<GrD3DBuffer*>(d3dVertexBuffer)->setResourceState( in bindBuffers() 166 const_cast<GrD3DBuffer*>(d3dInstanceBuffer)->setResourceState( in bindBuffers() 175 const_cast<GrD3DBuffer*>(d3dIndexBuffer)->setResourceState( in bindBuffers()
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D | GrD3DTextureResource.cpp | 13 void GrD3DTextureResource::setResourceState(const GrD3DGpu* gpu, in setResourceState() function in GrD3DTextureResource 108 this->setResourceState(gpu, D3D12_RESOURCE_STATE_PRESENT); in prepareForPresent()
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D | GrD3DOpsRenderPass.cpp | 56 d3dRT->msaaTextureResource()->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET); in onBegin() 58 d3dRT->setResourceState(fGpu, D3D12_RESOURCE_STATE_RENDER_TARGET); in onBegin() 70 d3dStencil->setResourceState(fGpu, D3D12_RESOURCE_STATE_DEPTH_WRITE); in onBegin() 220 d3dTex->setResourceState(gpu, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); in update_resource_state()
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D | GrD3DGpu.cpp | 482 dstResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in copySurfaceAsCopyTexture() 483 srcResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE); in copySurfaceAsCopyTexture() 544 dstTextureResource->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_DEST); in resolveTexture() 545 src->msaaTextureResource()->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); in resolveTexture() 618 texResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE); in onReadPixels() 653 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in onWritePixels() 660 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); in onWritePixels() 926 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE); in onRegenerateMipMapLevels() 928 uavTexture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in onRegenerateMipMapLevels() 1030 d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST); in onRegenerateMipMapLevels() [all …]
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D | GrD3DResourceState.h | 18 void setResourceState(D3D12_RESOURCE_STATES state) { in setResourceState() function
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D | GrD3DBuffer.cpp | 95 void GrD3DBuffer::setResourceState(const GrD3DGpu* gpu, in setResourceState() function in GrD3DBuffer 215 this->setResourceState(this->getD3DGpu(), D3D12_RESOURCE_STATE_COPY_DEST); in internalUnmap()
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D | GrD3DBuffer.h | 29 void setResourceState(const GrD3DGpu* gpu, D3D12_RESOURCE_STATES newResourceState);
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/external/skia/include/private/ |
D | GrD3DTypesPriv.h | 33 void setResourceState(GrD3DResourceStateEnum state);
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/external/skia/src/gpu/ |
D | GrBackendSurface.cpp | 670 fD3DInfo.setResourceState(state); in setD3DResourceState() 1109 fD3DInfo.setResourceState(state); in setD3DResourceState()
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