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Searched refs:allocateResource (Results 1 – 25 of 485) sorted by relevance

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/dports/www/qt5-webengine/qtwebengine-everywhere-src-5.15.2/src/3rdparty/chromium/third_party/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp71 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState)); in loadResources()
89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
99 ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
103 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture), in loadResources()
107 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture), in loadResources()
241 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F), in buildShaderMap()
243 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I), in buildShaderMap()
245 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI), in buildShaderMap()
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp71 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState)); in loadResources()
89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
99 ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
103 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture), in loadResources()
107 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture), in loadResources()
241 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F), in buildShaderMap()
243 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I), in buildShaderMap()
245 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI), in buildShaderMap()
/dports/www/firefox-esr/firefox-91.8.0/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp71 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState)); in loadResources()
89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
99 ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
103 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture), in loadResources()
107 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture), in loadResources()
241 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F), in buildShaderMap()
243 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I), in buildShaderMap()
245 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI), in buildShaderMap()
/dports/databases/qt5-sqldrivers-sqlite3/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/databases/qt5-sqldrivers-sqlite2/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/databases/qt5-sqldrivers-tds/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/lang/spidermonkey78/firefox-78.9.0/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp71 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState)); in loadResources()
89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
99 ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
103 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture), in loadResources()
107 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture), in loadResources()
241 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F), in buildShaderMap()
243 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I), in buildShaderMap()
245 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI), in buildShaderMap()
/dports/databases/qt5-sql/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/databases/qt5-sqldrivers-odbc/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/databases/qt5-sqldrivers-mysql/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/databases/qt5-sqldrivers-ibase/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/databases/qt5-sqldrivers-pgsql/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/www/firefox/firefox-99.0/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp71 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState)); in loadResources()
89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
99 ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
103 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture), in loadResources()
107 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture), in loadResources()
241 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F), in buildShaderMap()
243 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I), in buildShaderMap()
245 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI), in buildShaderMap()
/dports/net/qt5-network/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/textproc/qt5-xml/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/lang/spidermonkey60/firefox-60.9.0/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/x11-toolkits/qt5-widgets/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/x11-toolkits/qt5-gui/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/devel/qt5-testlib/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/mail/thunderbird/thunderbird-91.8.0/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp71 ANGLE_TRY(mRenderer->allocateResource(context11, rasterDesc, &mCopyRasterizerState)); in loadResources()
89 ANGLE_TRY(mRenderer->allocateResource(context11, depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
99 ANGLE_TRY(mRenderer->allocateResource(context11, constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
103 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_VS_BufferToTexture), in loadResources()
107 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_GS_BufferToTexture), in loadResources()
241 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F), in buildShaderMap()
243 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I), in buildShaderMap()
245 ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI), in buildShaderMap()
/dports/devel/qt5-buildtools/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/devel/qt5-dbus/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/devel/qt5-concurrent/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/devel/qt5-qmake/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()
/dports/print/qt5-printsupport/kde-qtbase-5.15.2p263/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/
H A DPixelTransfer11.cpp70 ANGLE_TRY(mRenderer->allocateResource(rasterDesc, &mCopyRasterizerState)); in loadResources()
88 ANGLE_TRY(mRenderer->allocateResource(depthStencilDesc, &mCopyDepthStencilState)); in loadResources()
98 ANGLE_TRY(mRenderer->allocateResource(constantBufferDesc, &mParamsConstantBuffer)); in loadResources()
102 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_VS_BufferToTexture), &mBufferToTextureVS)); in loadResources()
105 ANGLE_TRY(mRenderer->allocateResource(ShaderData(g_GS_BufferToTexture), &mBufferToTextureGS)); in loadResources()
229 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4F), &bufferToTextureFloat)); in buildShaderMap()
231 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4I), &bufferToTextureInt)); in buildShaderMap()
233 mRenderer->allocateResource(ShaderData(g_PS_BufferToTexture_4UI), &bufferToTextureUint)); in buildShaderMap()

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