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Help
Searched
refs:attachmentIndex
(Results
1 - 3
of
3
) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H
A
D
render_command_list.cpp
128
auto CheckAttachments = [](const auto& indices, const uint32_t count, const uint32_t
attachmentIndex
) {
in ValidateRenderPassAttachment()
130
if (indices[idx] ==
attachmentIndex
) {
in ValidateRenderPassAttachment()
1023
const uint32_t
attachmentIndex
= subpassRef.inputAttachmentIndices[idx];
in ProcessInputAttachments()
local
1024
const RenderHandle handle = renderPassDsc.attachmentHandles[
attachmentIndex
];
in ProcessInputAttachments()
1031
GpuResourceState& refState = subpassResourceStates.states[
attachmentIndex
];
in ProcessInputAttachments()
1037
if (subpassResourceStates.layouts[
attachmentIndex
] != CORE_IMAGE_LAYOUT_UNDEFINED) {
in ProcessInputAttachments()
1038
subpassResourceStates.layouts[
attachmentIndex
] = CORE_IMAGE_LAYOUT_GENERAL;
in ProcessInputAttachments()
1040
subpassResourceStates.layouts[
attachmentIndex
] = (RenderHandleUtil::IsDepthImage(handle))
in ProcessInputAttachments()
1057
const uint32_t
attachmentIndex
= subpassRef.colorAttachmentIndices[idx];
in ProcessColorAttachments()
local
1058
const RenderHandle handle = renderPassDsc.attachmentHandles[
attachmentIndex
];
in ProcessColorAttachments()
1087
const uint32_t
attachmentIndex
= subpassRef.resolveAttachmentIndices[idx];
ProcessResolveAttachments()
local
1113
const uint32_t
attachmentIndex
= subpassRef.depthAttachmentIndex;
ProcessDepthAttachments()
local
1134
const uint32_t
attachmentIndex
= subpassRef.depthResolveAttachmentIndex;
ProcessDepthAttachments()
local
1161
const uint32_t
attachmentIndex
= subpassRef.fragmentShadingRateAttachmentIndex;
ProcessFragmentShadingRateAttachments()
local
[all...]
/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H
A
D
pipeline_create_functions_vk.cpp
193
const uint32_t
attachmentIndex
= attachmentIndices[idx];
in CreateAttachmentReferences()
local
195
imageLayout = (VkImageLayout)layouts[
attachmentIndex
];
in CreateAttachmentReferences()
198
attachmentIndex
, // attachment
in CreateAttachmentReferences()
219
const uint32_t
attachmentIndex
= attachmentIndices[idx];
in CreateAttachmentReferences2()
local
220
imageAspectFlags = compatibilityAttachmentDescs[
attachmentIndex
].aspectFlags;
in CreateAttachmentReferences2()
222
imageLayout = (VkImageLayout)layouts[
attachmentIndex
];
in CreateAttachmentReferences2()
227
attachmentIndex
, // attachment
in CreateAttachmentReferences2()
/foundation/graphic/graphic_3d/lume/LumeRender/src/
H
A
D
render_graph.cpp
980
for (const uint32_t
attachmentIndex
: attatchmentIndices) {
in BeginRenderPassUpdateSubpassImageStates()
982
PLUGIN_ASSERT(
attachmentIndex
< renderPassDesc.attachmentCount);
in BeginRenderPassUpdateSubpassImageStates()
983
const RenderHandle handle = renderPassDesc.attachmentHandles[
attachmentIndex
];
in BeginRenderPassUpdateSubpassImageStates()
985
const GpuResourceState& refState = subpassResourceStatesRef.states[
attachmentIndex
];
in BeginRenderPassUpdateSubpassImageStates()
986
const ImageLayout& refImgLayout = subpassResourceStatesRef.layouts[
attachmentIndex
];
in BeginRenderPassUpdateSubpassImageStates()
989
finalImageLayouts[
attachmentIndex
] = refImgLayout;
in BeginRenderPassUpdateSubpassImageStates()
997
const RenderPassDesc::AttachmentDesc& attachmentDesc = renderPassDesc.attachments[
attachmentIndex
];
in BeginRenderPassUpdateSubpassImageStates()
Completed in 8 milliseconds