Lines Matching refs:allocator

31 typedef Result (*SetupFunc)(os::IAllocator* allocator, ResShader resShader);
33 static Result ResBinaryShader_Setup(os::IAllocator* allocator, ResShader resShader);
34 static Result ResReferenceShader_Setup(os::IAllocator* allocator, ResShader resShader);
101 ResShader::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) in Setup() argument
112 result |= s_ShaderSetupTable[0]( allocator, *this ); in Setup()
117 result |= s_ShaderSetupTable[1]( allocator, *this ); in Setup()
129 ResShader::Setup(os::IAllocator* allocator) in Setup() argument
131 return this->Setup(allocator, ResGraphicsFile(NULL)); in Setup()
136 ResBinaryShader_Setup(os::IAllocator* allocator, ResShader resShader) in ResBinaryShader_Setup() argument
151 if (allocator == NULL) { allocator = CommandCacheManager::GetAllocator(); } in ResBinaryShader_Setup()
152 resBinaryShader.ref().m_CommandAllocator = allocator; in ResBinaryShader_Setup()
164 void* binaryAnalyzerBuffer = allocator->Alloc( sizeof(ShaderBinaryInfo), 4 ); in ResBinaryShader_Setup()
173 u32* buffer = reinterpret_cast<u32*>(allocator->Alloc( commandSize, 4 )); in ResBinaryShader_Setup()
209 resBinaryShader.GetDescriptions(i).Setup(allocator); in ResBinaryShader_Setup()
217 ResReferenceShader_Setup(os::IAllocator* allocator, ResShader resShader) in ResReferenceShader_Setup() argument
229 ResBinaryShader_Setup(allocator, binaryShader); in ResReferenceShader_Setup()
242 os::IAllocator* allocator = resBinaryShader.ref().m_CommandAllocator; in Cleanup() local
281 ResShaderProgramDescription::Setup(os::IAllocator* allocator) in Setup() argument
283 if (allocator == NULL) { allocator = CommandCacheManager::GetAllocator(); } in Setup()
285 NW_ASSERT( allocator == ResBinaryShader(this->GetOwnerShaderData()).ref().m_CommandAllocator ); in Setup()
287 NW_UNUSED_VARIABLE(allocator); in Setup()
295 ShaderUniformLocation* uniformLocation = ShaderUniformLocation::Create(allocator); in Setup()
349 u32* buffer = reinterpret_cast<u32*>(allocator->Alloc( commandSize, 4 )); in Setup()
406 … os::IAllocator* allocator = ResBinaryShader(this->GetOwnerShaderData()).ref().m_CommandAllocator; in Cleanup() local
408 allocator->Free( this->ref().m_CommandCache ); in Cleanup()