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

/foundation/graphic/graphic_3d/lume/LumeRender/src/
H A Drender_graph.cpp313 const auto& finalSubpass = store.renderPasses[finalSubpassIdx]->subpasses[finalSubpassIdx]; in UpdateMultiRenderCommandListRenderPasses() local
314 firstSubpass.resolveAttachmentCount = finalSubpass.resolveAttachmentCount; in UpdateMultiRenderCommandListRenderPasses()
315 firstSubpass.depthResolveAttachmentCount = finalSubpass.depthResolveAttachmentCount; in UpdateMultiRenderCommandListRenderPasses()
316 firstSubpass.depthResolveAttachmentIndex = finalSubpass.depthResolveAttachmentIndex; in UpdateMultiRenderCommandListRenderPasses()
317 firstSubpass.depthResolveModeFlagBit = finalSubpass.depthResolveModeFlagBit; in UpdateMultiRenderCommandListRenderPasses()
319 finalSubpass.resolveAttachmentIndices, sizeof(uint32_t) * firstSubpass.resolveAttachmentCount); in UpdateMultiRenderCommandListRenderPasses()
882 const bool finalSubpass = (rc.subpassStartIndex == rc.renderPassDesc.subpassCount - 1); in RenderCommand() local
883 if (finalSubpass) { in RenderCommand()
1015 const bool finalSubpass = (rc.subpassCount == (uint32_t)stateCache.multiRenderPassStore.renderPasses.size());
1016 if (finalSubpass) {
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