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Lines Matching defs:deviceContext

211 void UpdateUniformBuffer(ID3D11DeviceContext *deviceContext,  in UpdateUniformBuffer()
767 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setShaderResourceInternal() local
1863 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in unsetConflictingUAVs() local
1888 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in unsetConflictingRTVs() local
2147 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setInputLayoutInternal() local
2198 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyVertexBufferChanges() local
2503 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setVertexConstantBuffer() local
2532 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setPixelConstantBuffer() local
2562 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setDepthStencilState() local
2578 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setSimpleBlendState() local
2594 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setRasterizerState() local
2630 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in setSimplePixelTextureAndSampler() local
2681 auto *deviceContext = mRenderer->getDeviceContext(); in setSamplerState() local
3422 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyUniformsForShader() local
3486 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyDriverUniformsForShader() local
3532 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyDriverUniforms() local
3568 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in applyComputeUniforms() local
3610 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in syncUniformBuffersForShader() local
3909 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in syncUAVsForGraphics() local
3927 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in syncUAVsForCompute() local
3939 ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); in syncTransformFeedbackBuffers() local