Searched refs:resolveAttachmentCount (Results 1 - 9 of 9) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/ |
H A D | node_context_pool_manager_gles.cpp | 212 if (sb.resolveAttachmentCount == 1 && sb.depthResolveAttachmentCount == 0) { in IsDefaultResolve() 414 const array_view<const BindImage> images, const size_t resolveAttachmentCount, in GenerateSubPassFBO() 434 (colorAttachmentCount) || (resolveAttachmentCount)); in GenerateSubPassFBO() 437 framebuffer.height, views, (colorAttachmentCount) || (resolveAttachmentCount), in GenerateSubPassFBO() 460 (colorAttachmentCount) || (resolveAttachmentCount), multisampledRenderToTexture); in GenerateSubPassFBO() 469 sb.resolveAttachmentCount); in GenerateSubPassFBO() 476 framebuffer.height, sb.colorAttachmentCount, sb.depthAttachmentCount, sb.resolveAttachmentCount); in GenerateSubPassFBO() 482 uint32_t resolveAttachmentCount; member 490 if ((sb.resolveAttachmentCount == 0) && (sb.depthResolveAttachmentCount == 0)) { in GenerateResolveFBO() 517 for (uint32_t idx = 0; idx < sb.resolveAttachmentCount; in GenerateResolveFBO() 413 GenerateSubPassFBO(DeviceGLES& device, LowlevelFramebufferGL& framebuffer, const RenderPassSubpassDesc& sb, const array_view<const BindImage> images, const size_t resolveAttachmentCount, const array_view<const uint32_t> imageMap, bool multisampledRenderToTexture) GenerateSubPassFBO() argument [all...] |
H A D | render_backend_gles.cpp | 1395 for (uint32_t ci = 0; ci < currentSubPass.resolveAttachmentCount; ci++) { in ScanPasses() 1567 const GLbitfield mask = ((currentSubPass.resolveAttachmentCount > 0u) ? GL_COLOR_BUFFER_BIT : 0u) | in ResolveMSAA()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/ |
H A D | pipeline_create_functions_vk.cpp | 305 if (subpassDesc.resolveAttachmentCount > 0) { in CreateRenderPassCombined() 308 subpassDesc.resolveAttachmentCount, referenceIndex, createRenderPassCompatibility, in CreateRenderPassCombined() 310 referenceIndex += subpassDesc.resolveAttachmentCount; in CreateRenderPassCombined() 489 if (subpassDesc.resolveAttachmentCount > 0) { in CreateRenderPassCombined2() 492 subpassDesc.resolveAttachmentCount, referenceIndex, createRenderPassCompatibility, in CreateRenderPassCombined2() 494 referenceIndex += subpassDesc.resolveAttachmentCount; in CreateRenderPassCombined2() 653 subpassDesc.inputAttachmentCount + subpassDesc.colorAttachmentCount + subpassDesc.resolveAttachmentCount + in CreateRenderPass() 681 subpassDesc.inputAttachmentCount + subpassDesc.colorAttachmentCount + subpassDesc.resolveAttachmentCount + in CreateRenderPassCompatibility()
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H A D | node_context_pool_manager_vk.cpp | 54 seed, subpass.resolveAttachmentIndices, subpass.resolveAttachmentIndices + subpass.resolveAttachmentCount); in hash()
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H A D | render_backend_vk.cpp | 1341 stateCache.renderCommandBeginRenderPass->subpasses[0].resolveAttachmentCount == 0) {
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/foundation/graphic/graphic_3d/lume/LumeRender/src/ |
H A D | render_graph.cpp | 307 if ((renderPassCount > 1U) && (firstRenderPass->subpasses[finalSubpassIdx].resolveAttachmentCount > 0U)) { in UpdateMultiRenderCommandListRenderPasses() 314 firstSubpass.resolveAttachmentCount = finalSubpass.resolveAttachmentCount; in UpdateMultiRenderCommandListRenderPasses() 319 finalSubpass.resolveAttachmentIndices, sizeof(uint32_t) * firstSubpass.resolveAttachmentCount); in UpdateMultiRenderCommandListRenderPasses() 323 const uint32_t resolveAttachmentCount = firstSubpass.resolveAttachmentCount; in UpdateMultiRenderCommandListRenderPasses() local 324 for (uint32_t resIdx = 0U; resIdx < resolveAttachmentCount; ++resIdx) { in UpdateMultiRenderCommandListRenderPasses() 857 array_view(subpassRef.resolveAttachmentIndices, subpassRef.resolveAttachmentCount), rc.renderPassDesc, in RenderCommand()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/ |
H A D | render_node_util.cpp | 301 spDesc.resolveAttachmentCount = (uint32_t)renderPass.resolveAttachmentIndices.size(); in CreateRenderPass() 324 for (uint32_t idx = 0; idx < spDesc.resolveAttachmentCount; ++idx) { in CreateRenderPass()
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H A D | render_command_list.cpp | 142 subpassRef.resolveAttachmentIndices, subpassRef.resolveAttachmentCount, attachmentIdx); in ValidateRenderPassAttachment() 1086 for (uint32_t idx = 0; idx < subpassRef.resolveAttachmentCount; ++idx) { in ProcessResolveAttachments()
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/ |
H A D | pipeline_state_desc.h | 1064 uint32_t resolveAttachmentCount { 0u };
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