Searched refs:textureResource (Results 1 – 6 of 6) sorted by relevance
19 GrD3DGpu* gpu, ID3D12Resource* textureResource) { in createRenderTargetView() argument21 gpu->device()->CreateRenderTargetView(textureResource, nullptr, descriptor.fHandle); in createRenderTargetView()31 GrD3DGpu* gpu, ID3D12Resource* textureResource) { in createDepthStencilView() argument33 gpu->device()->CreateDepthStencilView(textureResource, nullptr, descriptor.fHandle); in createDepthStencilView()
20 ID3D12Resource* textureResource);24 ID3D12Resource* textureResource);
92 Resource(const gr_cp<ID3D12Resource>& textureResource, in Resource() argument94 : fResource(textureResource) in Resource()
85 ID3D12Resource* textureResource) { in createRenderTargetView() argument86 return fCpuDescriptorManager.createRenderTargetView(fGpu, textureResource); in createRenderTargetView()95 ID3D12Resource* textureResource) { in createDepthStencilView() argument96 return fCpuDescriptorManager.createDepthStencilView(fGpu, textureResource); in createDepthStencilView()
49 GrD3DDescriptorHeap::CPUHandle createRenderTargetView(ID3D12Resource* textureResource);52 GrD3DDescriptorHeap::CPUHandle createDepthStencilView(ID3D12Resource* textureResource);
1391 ID3D12Resource* textureResource = info.fResource.get(); in isTestingOnlyBackendTexture() local1392 if (!textureResource) { in isTestingOnlyBackendTexture()1395 return !(textureResource->GetDesc().Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE); in isTestingOnlyBackendTexture()