Lines Matching refs:device
46 #include "device/device.h"
47 #include "device/gpu_resource_cache.h"
48 #include "device/gpu_resource_manager.h"
49 #include "device/gpu_resource_util.h"
50 #include "device/render_frame_sync.h"
51 #include "device/shader_manager.h"
145 Device& device = (Device&)renderContext.GetDevice();
146 contextInitRef.requestedQueue = device.GetValidGpuQueue(contextInitRef.requestedQueue);
151 nodeContextData.nodeContextPsoMgr = make_unique<NodeContextPsoManager>(device, shaderMgr);
152 nodeContextData.nodeContextDescriptorSetMgr = device.CreateNodeContextDescriptorSetManager();
157 device.CreateNodeContextPoolManager(gpuResourceMgr, contextInitRef.requestedQueue);
244 inline bool WaitForFence(const Device& device, RenderFrameSync& renderFrameSync)
249 return device.GetDeviceStatus();
254 Device& device, RenderGraph& renderGraph, array_view<RenderNodeGraphNodeStore*> graphNodeStoreView)
257 renderGraph.ProcessRenderNodeGraph(device.HasSwapchain(), graphNodeStoreView);
399 void CreateDefaultRenderNodeGraphs(const Device& device, RenderNodeGraphManager& rngMgr,
412 if (device.GetBackendType() == DeviceBackendType::VULKAN) {
602 PLUGIN_LOG_ONCE_E("invalid_device_status_render_frame", "invalid device for rendering");
653 // NodeContextPoolManagerGLES::BeginFrame may delete FBOs and device must be active.
665 return; // possible lost device with frame fence