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Searched defs:stencilReadOnly (Results 1 - 7 of 7) sorted by relevance

/third_party/skia/third_party/externals/dawn/src/dawn_native/
H A DRenderBundleEncoder.cpp39 ValidateDepthStencilAttachmentFormat(const DeviceBase* device, wgpu::TextureFormat textureFormat, bool depthReadOnly, bool stencilReadOnly) ValidateDepthStencilAttachmentFormat() argument
H A DRenderBundle.cpp25 RenderBundleBase(RenderBundleEncoder* encoder, const RenderBundleDescriptor* descriptor, Ref<AttachmentState> attachmentState, bool depthReadOnly, bool stencilReadOnly, RenderPassResourceUsage resourceUsage, IndirectDrawMetadata indirectDrawMetadata) RenderBundleBase() argument
H A DRenderPassEncoder.cpp51 RenderPassEncoder(DeviceBase* device, const RenderPassDescriptor* descriptor, CommandEncoder* commandEncoder, EncodingContext* encodingContext, RenderPassResourceUsageTracker usageTracker, Ref<AttachmentState> attachmentState, QuerySetBase* occlusionQuerySet, uint32_t renderTargetWidth, uint32_t renderTargetHeight, bool depthReadOnly, bool stencilReadOnly) RenderPassEncoder() argument
H A DRenderEncoderBase.cpp32 RenderEncoderBase(DeviceBase* device, const char* label, EncodingContext* encodingContext, Ref<AttachmentState> attachmentState, bool depthReadOnly, bool stencilReadOnly) RenderEncoderBase() argument
H A DCommandEncoder.cpp549 bool stencilReadOnly = false; in APIBeginRenderPass() local
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H A DCommands.h95 bool stencilReadOnly; member
/third_party/skia/third_party/externals/dawn/src/tests/unittests/validation/
H A DPipelineAndPassCompatibilityTests.cpp56 CreateRenderPassDescriptor(wgpu::TextureFormat format, bool depthReadOnly, bool stencilReadOnly) CreateRenderPassDescriptor() argument
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