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Searched refs:layouts (Results 1 - 7 of 7) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_create_functions_vk.cpp181 const ImageLayout* layouts, // can be null if compatibility in CreateAttachmentReferences()
188 PLUGIN_ASSERT(layouts == nullptr); in CreateAttachmentReferences()
195 imageLayout = (VkImageLayout)layouts[attachmentIndex]; in CreateAttachmentReferences()
205 const ImageLayout* layouts, // null if compatibility in CreateAttachmentReferences2()
213 PLUGIN_ASSERT(layouts == nullptr); in CreateAttachmentReferences2()
222 imageLayout = (VkImageLayout)layouts[attachmentIndex]; in CreateAttachmentReferences2()
287 const ImageLayout* layouts = in CreateRenderPassCombined() local
288 (createRenderPassCompatibility) ? nullptr : subpassResourceStates[subpassIdx].layouts; in CreateRenderPassCombined()
291 CreateAttachmentReferences(subpassDesc.inputAttachmentIndices, layouts, subpassDesc.inputAttachmentCount, in CreateRenderPassCombined()
299 CreateAttachmentReferences(subpassDesc.colorAttachmentIndices, layouts, subpassDes in CreateRenderPassCombined()
180 CreateAttachmentReferences(const uint32_t* attachmentIndices, const ImageLayout* layouts, const uint32_t attachmentCount, const uint32_t attachmentStartIndex, const bool createCompatibility, VkAttachmentReference* newAttachments) CreateAttachmentReferences() argument
204 CreateAttachmentReferences2(const uint32_t* attachmentIndices, const ImageLayout* layouts, const array_view<const LowLevelRenderPassCompatibilityDescVk::Attachment> compatibilityAttachmentDescs, const uint32_t attachmentCount, const uint32_t attachmentStartIndex, const bool createCompatibility, VkAttachmentReference2KHR* newAttachments) CreateAttachmentReferences2() argument
469 const ImageLayout* layouts = CreateRenderPassCombined2() local
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/foundation/graphic/graphic_3d/lume/LumeRender/src/
H A Drender_graph.cpp247 // take initial layouts from the first one, and final layouts from the last one (could take the next layout) in UpdateMultiRenderCommandListRenderPasses()
260 toRpSubpassResourceStates.layouts[idx] = fromRpSubpassResourceStates.layouts[idx]; in UpdateMultiRenderCommandListRenderPasses()
288 // image layouts needs to match in UpdateMultiRenderCommandListRenderPasses()
305 // copy the final layouts and resolves to first render pass in UpdateMultiRenderCommandListRenderPasses()
320 // layouts for resolve attachments in UpdateMultiRenderCommandListRenderPasses()
326 firstRenderPass->subpassResourceStates[0U].layouts[resAttIdx] = in UpdateMultiRenderCommandListRenderPasses()
327 finalSubpassResourceStates.layouts[resAttIdx]; in UpdateMultiRenderCommandListRenderPasses()
333 firstRenderPass->subpassResourceStates[0U].layouts[resAttId in UpdateMultiRenderCommandListRenderPasses()
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H A Drender_graph.h68 BASE_NS::unique_ptr<ImageLayout[]> layouts; member
133 // handles backbuffer layouts as well
/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/LumeShaderCompiler/src/
H A Dmain.cpp971 ShaderStageFlags shaderStateFlags, DescriptorType type, DescriptorSetLayout* layouts)
979 DescriptorSetLayout& layout = layouts[set];
1003 ShaderStageFlags shaderStateFlags, DescriptorSetLayout* layouts)
1006 processResource(compiler, ref, shaderStateFlags, DescriptorType::COMBINED_IMAGE_SAMPLER, layouts);
1010 processResource(compiler, ref, shaderStateFlags, DescriptorType::SAMPLER, layouts);
1014 processResource(compiler, ref, shaderStateFlags, DescriptorType::SAMPLED_IMAGE, layouts);
1018 processResource(compiler, ref, shaderStateFlags, DescriptorType::STORAGE_IMAGE, layouts);
1022 processResource(compiler, ref, shaderStateFlags, DescriptorType::UNIFORM_BUFFER, layouts);
1026 processResource(compiler, ref, shaderStateFlags, DescriptorType::STORAGE_BUFFER, layouts);
1030 processResource(compiler, ref, shaderStateFlags, DescriptorType::INPUT_ATTACHMENT, layouts);
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/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_command_list.cpp922 // render pass layouts will be updated by render graph in BeginRenderPass()
1012 // render pass layouts will be updated by render graph in BeginRenderPass()
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()
1074 subpassResourceStates.layouts[attachmentIndex] = in ProcessColorAttachments()
1075 (subpassResourceStates.layouts[attachmentIndex] != ImageLayout::CORE_IMAGE_LAYOUT_UNDEFINED) in ProcessColorAttachments()
1103 subpassResourceStates.layouts[attachmentIndex] = CORE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; in ProcessResolveAttachments()
1131 subpassResourceStates.layouts[attachmentIndex] = CORE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; in ProcessDepthAttachments()
1150 subpassResourceStates.layouts[attachmentInde in ProcessDepthAttachments()
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H A Drender_command_list.h219 // these layouts are used for render pass hashing
220 // layouts in the beginning of the render pass
225 // layouts after the render pass
234 ImageLayout layouts[PipelineStateConstants::MAX_RENDER_PASS_ATTACHMENT_COUNT] { CORE_IMAGE_LAYOUT_UNDEFINED,
272 // added already in render command list methods to correct layouts
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.cpp563 const PipelineLayout layouts[] { vs->GetPipelineLayout(), fs->GetPipelineLayout() }; in Create()
565 GpuProgramUtil::CombinePipelineLayouts({ layouts, 2u }, pl); in Create()

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