Lines Matching defs:deviceContext
222 void UpdateUniformBuffer(ID3D11DeviceContext *deviceContext, in UpdateUniformBuffer()
780 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setShaderResourceInternal() local
825 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setUnorderedAccessViewInternal() local
1869 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in unsetConflictingUAVs() local
1893 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in unsetConflictingRTVs() local
2141 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setInputLayoutInternal() local
2192 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyVertexBufferChanges() local
2498 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setVertexConstantBuffer() local
2527 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setPixelConstantBuffer() local
2557 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setDepthStencilState() local
2573 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setSimpleBlendState() local
2589 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setRasterizerState() local
2625 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setSimplePixelTextureAndSampler() local
2676 auto *deviceContext = mRenderer->getDeviceContext(); in setSamplerState() local
3380 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyUniformsForShader() local
3444 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyDriverUniformsForShader() local
3490 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyDriverUniforms() local
3526 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyComputeUniforms() local
3568 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in syncUniformBuffersForShader() local
3897 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in syncTransformFeedbackBuffers() local