Lines Matching defs:texture
267 // This desc refers to a texture that will be read by the client. Thus even if msaa is
268 // requested, this describes the resolved texture. Therefore we always have samples set
703 // The assumption is either that we have no mipmaps, or that our rect is the entire texture
706 // We assume that if the texture has mip levels, we either upload to all the levels or just the
792 bool GrD3DGpu::onTransferPixelsTo(GrTexture* texture,
808 if (GrBackendFormatBytesPerPixel(texture->backendFormat()) != bpp) {
812 // D3D requires offsets for texture transfers to be aligned to this value
817 GrD3DTexture* d3dTex = static_cast<GrD3DTexture*>(texture);
829 SkASSERT(SkIRect::MakeSize(texture->dimensions()).contains(rect));
876 // D3D requires offsets for texture transfers to be aligned to this value
1100 // TODO: make this a scratch texture
1110 // for BGRA, we alias this uavTexture with a BGRA texture and copy to that
1139 // TODO: use linear vs. srgb shader based on texture format
1308 // create the texture
1344 SkDebugf("Failed to init texture resource info\n");
1409 sk_sp<GrD3DTexture> texture =
1413 if (!texture) {
1422 texture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
1424 ID3D12Resource* d3dResource = texture->d3dResource();
1481 texture.get(),
1510 sk_sp<GrD3DTexture> texture = GrD3DTexture::MakeWrappedTexture(this,
1516 if (!texture) {
1525 texture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
1527 ID3D12Resource* d3dResource = texture->d3dResource();
1574 texture.get(),