Searched refs:m_State (Results 1 – 3 of 3) sorted by relevance
31 Device() : mp_RenderSystem(0), m_State(DEVICE_STATE_OFF) {} in Device()37 m_State = DEVICE_STATE_STANDBY; in Initialize()42 m_State = DEVICE_STATE_OFF; in Finalize()47 m_State = DEVICE_STATE_ON; in Start()52 m_State = DEVICE_STATE_STANDBY; in End()57 return m_State; in GetState()62 if(m_State == DEVICE_STATE_ON) in Draw()72 DEVICE_STATE m_State; variable
63 m_State(COMMAND_CACHE_UNINITIALIZED), in CommandCache()108 m_State = COMMAND_CACHE_INITIALIZED; in Initialize()133 m_State = COMMAND_CACHE_FINALIZED; in Finalize()157 if ( m_State != COMMAND_CACHE_INITIALIZED ) in BeginSave()175 m_State = COMMAND_CACHE_BEGIN_SAVE; in BeginSave()182 if ( m_State != COMMAND_CACHE_BEGIN_SAVE ) in SaveCommandBufferStartOffset()204 if ( m_State != COMMAND_CACHE_BEGIN_SAVE ) in EndSave()258 m_State = COMMAND_CACHE_END_SAVE; in EndSave()265 if ( m_State != COMMAND_CACHE_END_SAVE ) in UpdateVSUniformMatrix()305 if ( m_State != COMMAND_CACHE_END_SAVE ) in Append()[all …]
135 u32 m_State;