Searched refs:StateAfter (Results 1 – 5 of 5) sorted by relevance
240 auto StateAfter = advancePosition(State, LHS, Op, Value); in verifyRandomIncrOrDecr() local241 if (!StateAfter) in verifyRandomIncrOrDecr()244 const auto *PosAfter = getIteratorPosition(StateAfter, LHS); in verifyRandomIncrOrDecr()
705 const auto StateAfter = C.getState(); in noChangeInAdvance() local707 const auto *PosAfter = getIteratorPosition(StateAfter, Iter); in noChangeInAdvance()
25 barrier.StateAfter = newResourceState; in setResourceState()
108 barrier.StateAfter = newResourceState; in setResourceState()
960 barrier.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; in onRegenerateMipMapLevels()1013 barrier.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS; in onRegenerateMipMapLevels()1024 barrier.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE; in onRegenerateMipMapLevels()1033 barrier.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE; in onRegenerateMipMapLevels()1043 barrier.StateAfter = currentResourceState; in onRegenerateMipMapLevels()