Lines Matching refs:buffer
407 // we are not submitting the command buffer and may never come back around to submit it.
429 // If we didn't submit the command buffer then we did not wait on any semaphores. We will
430 // continue to hold onto these semaphores and wait on them during the next command buffer
439 // Even if we did not submit the command buffer, we drop all the signal semaphores since we will
458 // We must wait to call checkCommandBuffers until after we get a new command buffer. The
460 // released GrVkImage. That barrier needs to be put into a new command buffer and not the old
622 // Copy the buffer to the image.
652 // Reading from render targets that wrap a secondary command buffer is not allowed since
694 // Make sure the copy to buffer has finished.
816 // This fills in the 'regions' vector in preparation for copying a buffer to an image.
843 // Get a staging buffer slice to hold our mip data.
844 // Vulkan requires offsets in the buffer to be aligned to multiple of the texel size and 4
965 // Get a staging buffer slice to hold our mip data.
966 // Vulkan requires offsets in the buffer to be aligned to multiple of the texel size and 4
982 char* buffer = (char*) slice.fOffsetMapPtr;
992 // copy data into the buffer, skipping the trailing bytes
993 char* dst = buffer + individualMipOffsets[currentMipLevel];
1018 // Copy the buffer to the image. This call takes the raw VkBuffer instead of a GrGpuBuffer
1019 // because we don't need the command buffer to ref the buffer here. The reason being is that
1020 // the buffer is coming from the staging manager and the staging manager will make sure the
1021 // command buffer has a ref on the buffer. This avoids having to add and remove a ref for ever
1074 char* buffer = (char*)slice.fOffsetMapPtr;
1075 memcpy(buffer, data, dataSize);
1085 // Copy the buffer to the image. This call takes the raw VkBuffer instead of a GrGpuBuffer
1086 // because we don't need the command buffer to ref the buffer here. The reason being is that
1087 // the buffer is coming from the staging manager and the staging manager will make sure the
1088 // command buffer has a ref on the buffer. This avoids having to add and remove a ref for ever
1135 // Copy the buffer to the image.
1296 bool GrVkGpu::updateBuffer(sk_sp<GrVkBuffer> buffer, const void* src,
1301 // Update the buffer
1302 this->currentCommandBuffer()->updateBuffer(this, std::move(buffer), offset, size, src);
1506 // We don't allow the client to supply a premade stencil buffer. We always create one if needed.
1901 // Copy the buffer to the image. This call takes the raw VkBuffer instead of a GrGpuBuffer
1902 // because we don't need the command buffer to ref the buffer here. The reason being is that
1903 // the buffer is coming from the staging manager and the staging manager will make sure the
1904 // command buffer has a ref on the buffer. This avoids having to add and remove a ref for
2137 // something in the command buffer may still be using this, so force submit
2170 // We don't pass in a resource here to the command buffer. The command buffer only is using it
2171 // to hold a ref, but every place where we add a buffer memory barrier we are doing some other
2172 // command with the buffer on the command buffer. Thus those other commands will already cause
2173 // the command buffer to be holding a ref to the buffer.
2191 // have a current command buffer. Thus we won't do the queue transfer.
2209 // Submit the current command buffer to the Queue. Whether we inserted semaphores or not does
2251 void GrVkGpu::takeOwnershipOfBuffer(sk_sp<GrGpuBuffer> buffer) {
2252 this->currentCommandBuffer()->addGrBuffer(std::move(buffer));
2531 void* buffer,
2544 // Reading from render targets that wrap a secondary command buffer is not allowed since
2596 // Copy the image to a buffer so we can map it to cpu memory
2609 // make sure the copy to buffer has finished
2616 // We need to submit the current command buffer to the Queue and make sure it finishes before
2617 // we can copy the data out of the buffer.
2623 SkRectMemcpy(buffer, rowBytes, mappedMemory, transBufferRowBytes, tightRowBytes, rect.height());
2661 // We had a command buffer when we started the render pass, we should have one now as well.
2792 void GrVkGpu::submitSecondaryCommandBuffer(std::unique_ptr<GrVkSecondaryCommandBuffer> buffer) {
2796 this->currentCommandBuffer()->executeCommands(this, std::move(buffer));
2891 // it. This additionally would also require thread safety in command buffer submissions to