Lines Matching defs:batch
65 struct d3d12_batch *batch = d3d12_current_batch(ctx);
67 d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
80 d3d12_batch_reference_resource(batch, res, false);
84 d3d12_descriptor_heap_alloc_handle(batch->view_heap, &handle);
96 struct d3d12_batch *batch = d3d12_current_batch(ctx);
101 d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
116 d3d12_batch_reference_sampler_view(batch, view);
146 d3d12_descriptor_heap_append_handles(batch->view_heap, descs, shader->end_srv_binding - shader->begin_srv_binding);
156 struct d3d12_batch *batch = d3d12_current_batch(ctx);
159 d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
179 d3d12_batch_reference_resource(batch, res, true);
183 d3d12_descriptor_heap_alloc_handle(batch->view_heap, &handle);
196 struct d3d12_batch *batch = d3d12_current_batch(ctx);
200 d2d12_descriptor_heap_get_next_handle(batch->sampler_heap, &table_start);
222 d3d12_descriptor_heap_append_handles(batch->sampler_heap, descs, shader->end_srv_binding - shader->begin_srv_binding);
252 struct d3d12_batch *batch = d3d12_current_batch(ctx);
255 d2d12_descriptor_heap_get_next_handle(batch->view_heap, &table_start);
319 if (!batch->pending_memory_barrier) {
337 d3d12_batch_reference_resource(batch, res, true);
340 d3d12_descriptor_heap_alloc_handle(batch->view_heap, &handle);
343 d3d12_descriptor_heap_append_handles(batch->view_heap, &screen->null_uavs[shader->uav_bindings[i].dimension].cpu_handle, 1);
453 struct d3d12_batch *batch = d3d12_current_batch(ctx);
469 if (d3d12_descriptor_heap_get_remaining_handles(batch->view_heap) < needed_descs)
482 if (d3d12_descriptor_heap_get_remaining_handles(batch->sampler_heap) < needed_descs)
894 struct d3d12_batch *batch;
1040 batch = d3d12_current_batch(ctx);
1043 d3d12_batch_reference_object(batch, ctx->gfx_pipeline_state.root_signature);
1049 d3d12_batch_reference_object(batch, ctx->current_gfx_pso);
1111 d3d12_batch_reference_resource(batch, res, false);
1127 d3d12_batch_reference_resource(batch, res, false);
1142 d3d12_batch_reference_surface_texture(batch, surface);
1149 d3d12_batch_reference_surface_texture(batch, surface);
1169 d3d12_batch_reference_resource(batch, so_buffer, true);
1170 d3d12_batch_reference_resource(batch, fill_buffer, true);
1206 d3d12_batch_reference_resource(batch, indirect_buf, false);
1215 d3d12_batch_reference_resource(batch, count_buf, false);
1241 batch->pending_memory_barrier = false;
1305 struct d3d12_batch *batch;
1344 batch = d3d12_current_batch(ctx);
1347 d3d12_batch_reference_object(batch, ctx->compute_pipeline_state.root_signature);
1353 d3d12_batch_reference_object(batch, ctx->current_compute_pso);
1370 d3d12_batch_reference_resource(batch, indirect_buf, false);
1390 batch->pending_memory_barrier = false;