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Searched refs:GrVkPipeline (Results 1 - 12 of 12) sorted by relevance

/third_party/skia/src/gpu/vk/
H A DGrVkPipeline.h29 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
H A DGrVkPipelineState.h26 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;
H A DGrVkPipeline.cpp8 #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
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H A DGrVkResourceProvider.h32 class GrVkPipeline;
55 sk_sp<const GrVkPipeline> makePipeline(const GrProgramInfo&,
151 sk_sp<const GrVkPipeline> findOrCreateMSAALoadPipeline(
306 sk_sp<const GrVkPipeline> fPipeline;
H A DGrVkResourceProvider.cpp19 #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()
H A DGrVkCommandBuffer.h21 class GrVkPipeline;
52 void bindPipeline(const GrVkGpu* gpu, sk_sp<const GrVkPipeline> pipeline);
H A DGrVkOpsRenderPass.cpp28 #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()
H A DGrVkMSAALoadManager.cpp19 #include "src/gpu/vk/GrVkPipeline.h"
140 sk_sp<const GrVkPipeline> pipeline = in loadMSAAFromResolve()
H A DGrVkPipelineStateBuilder.cpp21 #include "src/gpu/vk/GrVkPipeline.h"
325 sk_sp<const GrVkPipeline> pipeline = resourceProvider.makePipeline( in finalize()
H A DGrVkPipelineState.cpp25 #include "src/gpu/vk/GrVkPipeline.h"
32 sk_sp<const GrVkPipeline> pipeline, in GrVkPipelineState()
H A DGrVkGpu.h30 class GrVkPipeline;
H A DGrVkCommandBuffer.cpp18 #include "src/gpu/vk/GrVkPipeline.h"
263 void GrVkCommandBuffer::bindPipeline(const GrVkGpu* gpu, sk_sp<const GrVkPipeline> pipeline) {

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