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Searched refs:activeRenderPass_ (Results 1 - 2 of 2) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp795 activeRenderPass_ = {}; in ResetState()
1049 managers_.psoMgr->GetGraphicsPso(renderCmd.psoHandle, activeRenderPass_.renderPassDesc, in BindGraphicsPipeline()
1050 activeRenderPass_.subpasses, activeRenderPass_.subpassStartIndex, 0, nullptr, nullptr)); in BindGraphicsPipeline()
1341 const auto& rpd = activeRenderPass_.renderPassDesc; in DoSubPass()
1342 const auto& sb = activeRenderPass_.subpasses[subPass]; in DoSubPass()
1394 const auto& currentSubPass = activeRenderPass_.subpasses[sub]; in ScanPasses()
1447 activeRenderPass_ = renderCmd; // Store this because we need it later (in NextRenderPass) in RenderCommandBeginRenderPass()
1449 const auto& rpd = activeRenderPass_.renderPassDesc; in RenderCommandBeginRenderPass()
1453 cpm.FilterRenderPass(activeRenderPass_); in RenderCommandBeginRenderPass()
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H A Drender_backend_gles.h267 struct RenderCommandBeginRenderPass activeRenderPass_; member in final

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