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Help
Searched
refs:EndFrame
(Results
1 - 12
of
12
) sorted by relevance
/third_party/mesa3d/src/gallium/frontends/omx/bellagio/
H
A
D
vid_dec_h264.c
49
priv->
EndFrame
= vid_dec_h264_EndFrame;
in vid_dec_h264_Init()
H
A
D
vid_dec_mpeg12.c
87
priv->
EndFrame
= vid_dec_mpeg12_EndFrame;
in vid_dec_mpeg12_Init()
H
A
D
vid_dec.c
503
priv->
EndFrame
(priv);
in vid_dec_DecodeBuffer()
H
A
D
vid_dec_h265.c
1012
priv->
EndFrame
= vid_dec_h265_EndFrame;
in vid_dec_h265_Init()
/third_party/mesa3d/src/gallium/frontends/omx/
H
A
D
vid_dec_common.h
55
void (*
EndFrame
)(vid_dec_PrivateType *priv); \
/third_party/skia/third_party/externals/imgui/examples/example_win32_directx9/
H
A
D
main.cpp
141
ImGui::
EndFrame
();
in main()
/third_party/mesa3d/src/intel/tools/
H
A
D
aubinator_viewer.cpp
1111
ImGui::
EndFrame
();
in repaint_area()
/third_party/mesa3d/src/imgui/
H
A
D
imgui.h
210
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/
EndFrame
().
211
IMGUI_API void
EndFrame
(); // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call
EndFrame
() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
936
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by
EndFrame
().
1359
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by
EndFrame
(). Keyboard keys will be auto-mapped and be written here by NewFrame().
H
A
D
imgui.cpp
258
// (You want to try calling
EndFrame
/Render as late as you can, to be able to use imgui in your own game rendering code)
259
ImGui::
EndFrame
();
330
Note that io.NavInputs[] is cleared by
EndFrame
().
3375
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or
EndFrame
() at the end of the previous frame?");
in NewFrame()
3760
void ImGui::
EndFrame
()
in EndFrame()
function in ImGui
3764
if (g.FrameCountEnded == g.FrameCount) // Don't process
EndFrame
() multiple times.
in EndFrame()
3857
EndFrame
();
in Render()
4872
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::
EndFrame
() and haven't called ImGui::NewFrame() again yet
in Begin()
8118
// Overlay displayed when using CTRL+TAB. Called by
EndFrame
().
/third_party/mesa3d/src/vulkan/overlay-layer/
H
A
D
overlay.cpp
1006
ImGui::
EndFrame
();
in compute_swapchain_display()
/third_party/skia/third_party/externals/imgui/
H
A
D
imgui.h
302
IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/
EndFrame
().
303
IMGUI_API void
EndFrame
(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call
EndFrame
() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
1393
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by
EndFrame
().
1892
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by
EndFrame
(). Keyboard keys will be auto-mapped and be written here by NewFrame().
1903
// Output - Updated by NewFrame() or
EndFrame
()/Render()
H
A
D
imgui.cpp
271
// (You want to try calling
EndFrame
/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
272
ImGui::
EndFrame
();
355
Note that io.NavInputs[] is cleared by
EndFrame
().
4415
void ImGui::
EndFrame
()
in EndFrame()
function in ImGui
4420
// Don't process
EndFrame
() multiple times.
in EndFrame()
4507
EndFrame
();
in Render()
5774
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::
EndFrame
() and haven't called ImGui::NewFrame() again yet
in Begin()
7263
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or
EndFrame
() at the end of the previous frame?");
in ErrorCheckNewFrameSanityChecks()
7287
// Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and
EndFrame
()
in ErrorCheckEndFrameSanityChecks()
7320
// Must be called during or before
EndFrame
()
[all...]
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