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

/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp797 currentFrameBuffer_ = nullptr; in ResetState()
966 PLUGIN_ASSERT(currentFrameBuffer_ == nullptr); in RenderCommandBindPipeline()
1337 if (currentFrameBuffer_ == nullptr) { in DoSubPass()
1345 if (!currentFrameBuffer_->fbos[subPass].fbo && (sb.colorAttachmentCount == 1U)) { in DoSubPass()
1349 device_.BindFrameBuffer(currentFrameBuffer_->fbos[subPass].fbo); in DoSubPass()
1455 currentFrameBuffer_ = cpm.GetFramebuffer(cpm.GetFramebufferHandle(activeRenderPass_)); in RenderCommandBeginRenderPass()
1456 if (currentFrameBuffer_ == nullptr) { in RenderCommandBeginRenderPass()
1572 device_.BindReadFrameBuffer(currentFrameBuffer_->fbos[currentSubPass_].fbo); in ResolveMSAA()
1573 device_.BindWriteFrameBuffer(currentFrameBuffer_->fbos[currentSubPass_].resolve); in ResolveMSAA()
1581 if (currentFrameBuffer_ in ResolveMSAA()
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H A Drender_backend_gles.h269 const LowlevelFramebufferGL* currentFrameBuffer_ = nullptr; member in final

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