Lines Matching defs:layout
555 subpass.m_colorAttachments[i].attachmentInfo.imageLayout = pCreateInfo->pSubpasses[s].pColorAttachments[i].layout;
579 subpass.m_depthStencilAttachment.attachmentInfo.imageLayout = pCreateInfo->pSubpasses[s].pDepthStencilAttachment->layout;
608 subpass.m_resolveAttachments[i].attachmentInfo.imageLayout = pCreateInfo->pSubpasses[s].pResolveAttachments[i].layout;
694 subpass.m_colorAttachments[i].attachmentInfo.imageLayout = pCreateInfo->pSubpasses[s].pColorAttachments[i].layout;
718 subpass.m_depthStencilAttachment.attachmentInfo.imageLayout = pCreateInfo->pSubpasses[s].pDepthStencilAttachment->layout;
747 subpass.m_resolveAttachments[i].attachmentInfo.imageLayout = pCreateInfo->pSubpasses[s].pResolveAttachments[i].layout;
1021 // the initial layout transitions for images.
1044 // Every image is transioned from VK_IMAGE_LAYOUT_UNDEFINED to it's first used layout, so that all images can be cleared in the beginning
1178 const VkImageLayout newLayout = subpass.m_dsr.pDepthStencilResolveAttachment->layout;
1363 // flags and pipeline stage flags for the final layout transition
1496 depthAttachment.resolveImageLayout = subpass.m_dsr.pDepthStencilResolveAttachment->layout;
1498 stencilAttachment.resolveImageLayout = subpass.m_dsr.pDepthStencilResolveAttachment->layout;
1772 void ShaderWrapper::setLayoutAndSpecialization (const PipelineLayoutWrapper* layout, const VkSpecializationInfo* specializationInfo)
1774 m_layout = layout;
2025 GraphicsPipelineWrapper& GraphicsPipelineWrapper::setMonolithicPipelineLayout(const PipelineLayoutWrapper& layout)
2030 m_internalData->monolithicPipelineCreateInfo.layout = *layout;
2440 const PipelineLayoutWrapper& layout,
2456 layout,
2477 const PipelineLayoutWrapper& layout,
2496 layout,
2520 const PipelineLayoutWrapper& layout,
2572 m_internalData->vertexShader.setLayoutAndSpecialization(&layout, vertSpecializationInfo);
2604 m_internalData->tessellationControlShader.setLayoutAndSpecialization(&layout, tescSpecializationInfo);
2629 m_internalData->tessellationEvaluationShader.setLayoutAndSpecialization(&layout, teseSpecializationInfo);
2654 m_internalData->geometryShader.setLayoutAndSpecialization(&layout, geomSpecializationInfo);
2690 // make sure we dont overwrite layout specified with setupMonolithicPipelineLayout
2691 if (m_internalData->monolithicPipelineCreateInfo.layout == 0)
2692 m_internalData->monolithicPipelineCreateInfo.layout = *layout;
2729 pipelinePartCreateInfo.layout = *layout;
2763 const PipelineLayoutWrapper& layout,
2813 m_internalData->meshShader.setLayoutAndSpecialization(&layout, meshSpecializationInfo);
2829 m_internalData->taskShader.setLayoutAndSpecialization(&layout, taskSpecializationInfo);
2858 // make sure we dont overwrite layout specified with setupMonolithicPipelineLayout
2859 if (m_internalData->monolithicPipelineCreateInfo.layout == 0)
2860 m_internalData->monolithicPipelineCreateInfo.layout = *layout;
2892 pipelinePartCreateInfo.layout = *layout;
2920 GraphicsPipelineWrapper& GraphicsPipelineWrapper::setupFragmentShaderState(const PipelineLayoutWrapper& layout,
2930 return setupFragmentShaderState2(layout,
2942 GraphicsPipelineWrapper& GraphicsPipelineWrapper::setupFragmentShaderState2(const PipelineLayoutWrapper& layout,
2960 DE_UNREF(layout);
2986 m_internalData->fragmentShader.setLayoutAndSpecialization(&layout, specializationInfo);
3042 pipelinePartCreateInfo.layout = *layout;
3839 linkedCreateInfo.layout = m_internalData->monolithicPipelineCreateInfo.layout;