Searched refs:GrVkPipeline (Results 1 - 12 of 12) sorted by relevance
/third_party/skia/src/gpu/vk/ |
H A D | GrVkPipeline.h | 29 class GrVkPipeline : public GrVkManagedResource { class 31 static sk_sp<GrVkPipeline> Make(GrVkGpu*, 50 static sk_sp<GrVkPipeline> Make(GrVkGpu*, 79 SkDebugf("GrVkPipeline: %" PRIdPTR " (%d refs)\n", (intptr_t)fPipeline, this->getRefCnt()); 84 GrVkPipeline(const GrVkGpu* gpu, VkPipeline pipeline, VkPipelineLayout layout) in GrVkPipeline() function in GrVkPipeline
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H A D | GrVkPipelineState.h | 26 class GrVkPipeline; 32 * This class holds onto a GrVkPipeline object that we use for draws. Besides storing the acutal 33 * GrVkPipeline object, this class is also responsible handling all uniforms, descriptors, samplers, 43 sk_sp<const GrVkPipeline>, 97 sk_sp<const GrVkPipeline> fPipeline;
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H A D | GrVkPipeline.cpp | 8 #include "src/gpu/vk/GrVkPipeline.h" 471 sk_sp<GrVkPipeline> GrVkPipeline::Make(GrVkGpu* gpu, 572 return sk_sp<GrVkPipeline>(new GrVkPipeline(gpu, vkPipeline, layout)); 575 sk_sp<GrVkPipeline> GrVkPipeline::Make(GrVkGpu* gpu, 606 void GrVkPipeline::freeGPUData() const { 614 void GrVkPipeline::SetDynamicScissorRectState(GrVkGpu* gpu, 638 void GrVkPipeline [all...] |
H A D | GrVkResourceProvider.h | 32 class GrVkPipeline; 55 sk_sp<const GrVkPipeline> makePipeline(const GrProgramInfo&, 151 sk_sp<const GrVkPipeline> findOrCreateMSAALoadPipeline( 306 sk_sp<const GrVkPipeline> fPipeline;
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H A D | GrVkResourceProvider.cpp | 19 #include "src/gpu/vk/GrVkPipeline.h" 97 sk_sp<const GrVkPipeline> GrVkResourceProvider::makePipeline( in makePipeline() 104 return GrVkPipeline::Make(fGpu, programInfo, shaderStageInfo, shaderStageCount, in makePipeline() 283 sk_sp<const GrVkPipeline> GrVkResourceProvider::findOrCreateMSAALoadPipeline( in findOrCreateMSAALoadPipeline() 289 sk_sp<const GrVkPipeline> pipeline; in findOrCreateMSAALoadPipeline() 296 pipeline = GrVkPipeline::Make( in findOrCreateMSAALoadPipeline()
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H A D | GrVkCommandBuffer.h | 21 class GrVkPipeline; 52 void bindPipeline(const GrVkGpu* gpu, sk_sp<const GrVkPipeline> pipeline);
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H A D | GrVkOpsRenderPass.cpp | 28 #include "src/gpu/vk/GrVkPipeline.h" 658 GrVkPipeline::SetDynamicScissorRectState( in onBindPipeline() 662 GrVkPipeline::SetDynamicViewportState(fGpu, currentCB, colorAttachment->dimensions()); in onBindPipeline() 663 GrVkPipeline::SetDynamicBlendConstantState(fGpu, currentCB, in onBindPipeline() 675 GrVkPipeline::SetDynamicScissorRectState(fGpu, this->currentCommandBuffer(), in onSetScissorRect() 741 // assigned in GrVkPipeline. That is, vertex first (if any) followed by instance. in onBindBuffers()
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H A D | GrVkMSAALoadManager.cpp | 19 #include "src/gpu/vk/GrVkPipeline.h" 140 sk_sp<const GrVkPipeline> pipeline = in loadMSAAFromResolve()
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H A D | GrVkPipelineStateBuilder.cpp | 21 #include "src/gpu/vk/GrVkPipeline.h" 325 sk_sp<const GrVkPipeline> pipeline = resourceProvider.makePipeline( in finalize()
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H A D | GrVkPipelineState.cpp | 25 #include "src/gpu/vk/GrVkPipeline.h" 32 sk_sp<const GrVkPipeline> pipeline, in GrVkPipelineState()
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H A D | GrVkGpu.h | 30 class GrVkPipeline;
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H A D | GrVkCommandBuffer.cpp | 18 #include "src/gpu/vk/GrVkPipeline.h" 263 void GrVkCommandBuffer::bindPipeline(const GrVkGpu* gpu, sk_sp<const GrVkPipeline> pipeline) {
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