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Searched refs:resolveAttachmentCount (Results 1 - 9 of 9) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Dnode_context_pool_manager_gles.cpp212 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
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H A Drender_backend_gles.cpp1395 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()
/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_create_functions_vk.cpp305 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()
H A Dnode_context_pool_manager_vk.cpp54 seed, subpass.resolveAttachmentIndices, subpass.resolveAttachmentIndices + subpass.resolveAttachmentCount); in hash()
H A Drender_backend_vk.cpp1341 stateCache.renderCommandBeginRenderPass->subpasses[0].resolveAttachmentCount == 0) {
/foundation/graphic/graphic_3d/lume/LumeRender/src/
H A Drender_graph.cpp307 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()
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_node_util.cpp301 spDesc.resolveAttachmentCount = (uint32_t)renderPass.resolveAttachmentIndices.size(); in CreateRenderPass()
324 for (uint32_t idx = 0; idx < spDesc.resolveAttachmentCount; ++idx) { in CreateRenderPass()
H A Drender_command_list.cpp142 subpassRef.resolveAttachmentIndices, subpassRef.resolveAttachmentCount, attachmentIdx); in ValidateRenderPassAttachment()
1086 for (uint32_t idx = 0; idx < subpassRef.resolveAttachmentCount; ++idx) { in ProcessResolveAttachments()
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dpipeline_state_desc.h1064 uint32_t resolveAttachmentCount { 0u };

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