Searched refs:AllocateRenderCommand (Results 1 – 1 of 1) sorted by relevance
280 T* AllocateRenderCommand(RenderCommandList::LinearAllocatorStruct& allocator) in AllocateRenderCommand() function532 RenderCommandDraw* data = AllocateRenderCommand<RenderCommandDraw>(allocator_); in Draw()562 RenderCommandDraw* data = AllocateRenderCommand<RenderCommandDraw>(allocator_); in DrawIndexed()660 RenderCommandDispatch* data = AllocateRenderCommand<RenderCommandDispatch>(allocator_); in Dispatch()877 if (auto* data = AllocateRenderCommand<RenderCommandBeginRenderPass>(allocator_); data) { in BeginRenderPass()1578 if (auto* data = AllocateRenderCommand<RenderCommandBindDescriptorSets>(allocator_); data) { in BindDescriptorSets()1665 AllocateRenderCommand<RenderCommandBuildAccelerationStructure>(allocator_); in BuildAccelerationStructures()1813 AllocateRenderCommand<RenderCommandDynamicStateBlendConstants>(allocator_); in SetDynamicStateBlendConstants()1827 AllocateRenderCommand<RenderCommandDynamicStateDepthBounds>(allocator_); in SetDynamicStateDepthBounds()1872 AllocateRenderCommand<RenderCommandDynamicStateFragmentShadingRate>(allocator_); in SetDynamicStateFragmentShadingRate()[all …]