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Searched refs:heapType (Results 1 - 17 of 17) sorted by relevance

/third_party/skia/third_party/externals/dawn/src/dawn_native/d3d12/
H A DShaderVisibleDescriptorAllocatorD3D12.cpp30 uint32_t GetD3D12ShaderVisibleHeapMinSize(D3D12_DESCRIPTOR_HEAP_TYPE heapType, in GetD3D12ShaderVisibleHeapMinSize() argument
33 return kShaderVisibleSmallHeapSizes[heapType]; in GetD3D12ShaderVisibleHeapMinSize()
40 switch (heapType) { in GetD3D12ShaderVisibleHeapMinSize()
50 uint32_t GetD3D12ShaderVisibleHeapMaxSize(D3D12_DESCRIPTOR_HEAP_TYPE heapType, in GetD3D12ShaderVisibleHeapMaxSize() argument
53 return kShaderVisibleSmallHeapSizes[heapType]; in GetD3D12ShaderVisibleHeapMaxSize()
56 switch (heapType) { in GetD3D12ShaderVisibleHeapMaxSize()
66 D3D12_DESCRIPTOR_HEAP_FLAGS GetD3D12HeapFlags(D3D12_DESCRIPTOR_HEAP_TYPE heapType) { in GetD3D12HeapFlags() argument
67 switch (heapType) { in GetD3D12HeapFlags()
78 ShaderVisibleDescriptorAllocator::Create(Device* device, D3D12_DESCRIPTOR_HEAP_TYPE heapType) { in Create() argument
80 std::make_unique<ShaderVisibleDescriptorAllocator>(device, heapType); in Create()
85 ShaderVisibleDescriptorAllocator( Device* device, D3D12_DESCRIPTOR_HEAP_TYPE heapType) ShaderVisibleDescriptorAllocator() argument
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H A DResourceAllocatorManagerD3D12.cpp26 MemorySegment GetMemorySegment(Device* device, D3D12_HEAP_TYPE heapType) { in GetMemorySegment() argument
32 device->GetD3D12Device()->GetCustomHeapProperties(0, heapType); in GetMemorySegment()
79 D3D12_HEAP_TYPE heapType, in GetResourceHeapKind()
83 switch (heapType) { in GetResourceHeapKind()
97 switch (heapType) { in GetResourceHeapKind()
112 switch (heapType) { in GetResourceHeapKind()
183 D3D12_HEAP_TYPE heapType, in AllocateMemory()
203 DAWN_TRY_ASSIGN(subAllocation, CreatePlacedResource(heapType, resourceDescriptor, in AllocateMemory()
212 CreateCommittedResource(heapType, resourceDescriptor, optimizedClearValue, in AllocateMemory()
276 D3D12_HEAP_TYPE heapType, in CreatePlacedResource()
78 GetResourceHeapKind(D3D12_RESOURCE_DIMENSION dimension, D3D12_HEAP_TYPE heapType, D3D12_RESOURCE_FLAGS flags, uint32_t resourceHeapTier) GetResourceHeapKind() argument
182 AllocateMemory( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, D3D12_RESOURCE_STATES initialUsage) AllocateMemory() argument
275 CreatePlacedResource( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& requestedResourceDescriptor, const D3D12_CLEAR_VALUE* optimizedClearValue, D3D12_RESOURCE_STATES initialUsage) CreatePlacedResource() argument
350 CreateCommittedResource( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, const D3D12_CLEAR_VALUE* optimizedClearValue, D3D12_RESOURCE_STATES initialUsage) CreateCommittedResource() argument
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H A DResourceAllocatorManagerD3D12.h64 D3D12_HEAP_TYPE heapType,
78 D3D12_HEAP_TYPE heapType,
84 D3D12_HEAP_TYPE heapType,
H A DStagingDescriptorAllocatorD3D12.cpp26 D3D12_DESCRIPTOR_HEAP_TYPE heapType) in StagingDescriptorAllocator()
28 mSizeIncrement(device->GetD3D12Device()->GetDescriptorHandleIncrementSize(heapType)), in StagingDescriptorAllocator()
31 mHeapType(heapType) { in StagingDescriptorAllocator()
23 StagingDescriptorAllocator(Device* device, uint32_t descriptorCount, uint32_t heapSize, D3D12_DESCRIPTOR_HEAP_TYPE heapType) StagingDescriptorAllocator() argument
H A DHeapAllocatorD3D12.cpp24 D3D12_HEAP_TYPE heapType, in HeapAllocator()
28 mHeapType(heapType), in HeapAllocator()
23 HeapAllocator(Device* device, D3D12_HEAP_TYPE heapType, D3D12_HEAP_FLAGS heapFlags, MemorySegment memorySegment) HeapAllocator() argument
H A DShaderVisibleDescriptorAllocatorD3D12.h51 D3D12_DESCRIPTOR_HEAP_TYPE heapType);
53 ShaderVisibleDescriptorAllocator(Device* device, D3D12_DESCRIPTOR_HEAP_TYPE heapType);
H A DBufferD3D12.cpp134 auto heapType = D3D12HeapType(GetUsage()); in Initialize() local
139 if (heapType == D3D12_HEAP_TYPE_READBACK) { in Initialize()
147 if (heapType == D3D12_HEAP_TYPE_UPLOAD) { in Initialize()
155 ToBackend(GetDevice())->AllocateMemory(heapType, resourceDescriptor, bufferUsage)); in Initialize()
H A DHeapAllocatorD3D12.h30 D3D12_HEAP_TYPE heapType,
H A DStagingDescriptorAllocatorD3D12.h43 D3D12_DESCRIPTOR_HEAP_TYPE heapType);
H A DDeviceD3D12.cpp526 D3D12_HEAP_TYPE heapType, in AllocateMemory()
529 return mResourceAllocatorManager->AllocateMemory(heapType, resourceDescriptor, in AllocateMemory()
525 AllocateMemory( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC& resourceDescriptor, D3D12_RESOURCE_STATES initialUsage) AllocateMemory() argument
H A DDeviceD3D12.h109 D3D12_HEAP_TYPE heapType,
/third_party/skia/third_party/externals/d3d12allocator/src/
H A DD3D12MemAlloc.cpp2246 D3D12_HEAP_TYPE heapType,
2290 D3D12_HEAP_TYPE heapType,
2323 D3D12_HEAP_TYPE heapType,
2497 D3D12_HEAP_TYPE heapType,
2518 void GetBudgetForHeapType(Budget& outBudget, D3D12_HEAP_TYPE heapType);
2602 static UINT CalcDefaultPoolIndex(D3D12_HEAP_TYPE heapType, D3D12_HEAP_FLAGS heapFlags, bool supportsResourceHeapTier2);
2603 UINT CalcDefaultPoolIndex(D3D12_HEAP_TYPE heapType, D3D12_HEAP_FLAGS heapFlags) const
2605 return CalcDefaultPoolIndex(heapType, heapFlags, SupportsResourceHeapTier2());
2614 void RegisterCommittedAllocation(Allocation* alloc, D3D12_HEAP_TYPE heapType);
2616 void UnregisterCommittedAllocation(Allocation* alloc, D3D12_HEAP_TYPE heapType);
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H A DD3D12MemAlloc.h898 D3D12_HEAP_TYPE heapType; member
909 D3D12_HEAP_TYPE heapType; member
942 void InitCommitted(D3D12_HEAP_TYPE heapType);
944 void InitHeap(D3D12_HEAP_TYPE heapType, ID3D12Heap* heap);
1307 \param heapType Must be one of: `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`.
1315 D3D12_HEAP_TYPE heapType,
/third_party/skia/src/gpu/d3d/
H A DGrD3DBuffer.cpp25 D3D12_HEAP_TYPE heapType; in make_d3d_buffer() local
29 heapType = D3D12_HEAP_TYPE_DEFAULT; in make_d3d_buffer()
34 heapType = D3D12_HEAP_TYPE_READBACK; in make_d3d_buffer()
38 heapType = D3D12_HEAP_TYPE_UPLOAD; in make_d3d_buffer()
59 heapType, &bufferDesc, *resourceState, alloc, nullptr); in make_d3d_buffer()
H A DGrD3DAMDMemoryAllocator.cpp28 D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC* resourceDesc, in createResource()
32 allocationDesc.HeapType = heapType; in createResource()
27 createResource( D3D12_HEAP_TYPE heapType, const D3D12_RESOURCE_DESC* resourceDesc, D3D12_RESOURCE_STATES initialResourceState, sk_sp<GrD3DAlloc>* allocation, const D3D12_CLEAR_VALUE* clearValue) createResource() argument
H A DGrD3DDescriptorTableManager.cpp81 GrD3DDescriptorTableManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType) in HeapPool() argument
82 : fHeapType(heapType) in HeapPool()
H A DGrD3DCpuDescriptorManager.cpp150 GrD3DCpuDescriptorManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType) in HeapPool() argument
152 , fHeapType(heapType) { in HeapPool()

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