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Searched refs:EndFrame (Results 1 - 12 of 12) sorted by relevance

/third_party/mesa3d/src/gallium/frontends/omx/bellagio/
H A Dvid_dec_h264.c49 priv->EndFrame = vid_dec_h264_EndFrame; in vid_dec_h264_Init()
H A Dvid_dec_mpeg12.c87 priv->EndFrame = vid_dec_mpeg12_EndFrame; in vid_dec_mpeg12_Init()
H A Dvid_dec.c503 priv->EndFrame(priv); in vid_dec_DecodeBuffer()
H A Dvid_dec_h265.c1012 priv->EndFrame = vid_dec_h265_EndFrame; in vid_dec_h265_Init()
/third_party/mesa3d/src/gallium/frontends/omx/
H A Dvid_dec_common.h55 void (*EndFrame)(vid_dec_PrivateType *priv); \
/third_party/skia/third_party/externals/imgui/examples/example_win32_directx9/
H A Dmain.cpp141 ImGui::EndFrame(); in main()
/third_party/mesa3d/src/intel/tools/
H A Daubinator_viewer.cpp1111 ImGui::EndFrame(); in repaint_area()
/third_party/mesa3d/src/imgui/
H A Dimgui.h210 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 Dimgui.cpp258 // (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 Doverlay.cpp1006 ImGui::EndFrame(); in compute_swapchain_display()
/third_party/skia/third_party/externals/imgui/
H A Dimgui.h302 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 Dimgui.cpp271 // (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()
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