/third_party/skia/third_party/externals/dawn/src/dawn_native/d3d12/ |
H A D | ShaderVisibleDescriptorAllocatorD3D12.cpp | 30 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 [all...] |
H A D | ResourceAllocatorManagerD3D12.cpp | 26 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 [all...] |
H A D | ResourceAllocatorManagerD3D12.h | 64 D3D12_HEAP_TYPE heapType, 78 D3D12_HEAP_TYPE heapType, 84 D3D12_HEAP_TYPE heapType,
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H A D | StagingDescriptorAllocatorD3D12.cpp | 26 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
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H A D | HeapAllocatorD3D12.cpp | 24 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
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H A D | ShaderVisibleDescriptorAllocatorD3D12.h | 51 D3D12_DESCRIPTOR_HEAP_TYPE heapType); 53 ShaderVisibleDescriptorAllocator(Device* device, D3D12_DESCRIPTOR_HEAP_TYPE heapType);
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H A D | BufferD3D12.cpp | 134 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()
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H A D | HeapAllocatorD3D12.h | 30 D3D12_HEAP_TYPE heapType,
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H A D | StagingDescriptorAllocatorD3D12.h | 43 D3D12_DESCRIPTOR_HEAP_TYPE heapType);
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H A D | DeviceD3D12.cpp | 526 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
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H A D | DeviceD3D12.h | 109 D3D12_HEAP_TYPE heapType,
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/third_party/skia/third_party/externals/d3d12allocator/src/ |
H A D | D3D12MemAlloc.cpp | 2246 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);
[all...] |
H A D | D3D12MemAlloc.h | 898 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,
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/third_party/skia/src/gpu/d3d/ |
H A D | GrD3DBuffer.cpp | 25 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()
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H A D | GrD3DAMDMemoryAllocator.cpp | 28 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
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H A D | GrD3DDescriptorTableManager.cpp | 81 GrD3DDescriptorTableManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType) in HeapPool() argument 82 : fHeapType(heapType) in HeapPool()
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H A D | GrD3DCpuDescriptorManager.cpp | 150 GrD3DCpuDescriptorManager::HeapPool::HeapPool(GrD3DGpu* gpu, D3D12_DESCRIPTOR_HEAP_TYPE heapType) in HeapPool() argument 152 , fHeapType(heapType) { in HeapPool()
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