Searched refs:activeRenderPass_ (Results 1 – 2 of 2) sorted by relevance
795 activeRenderPass_ = {}; in ResetState()1051 activeRenderPass_.subpasses, activeRenderPass_.subpassStartIndex, 0, nullptr, nullptr)); in BindGraphicsPipeline()1342 const auto& rpd = activeRenderPass_.renderPassDesc; in DoSubPass()1343 const auto& sb = activeRenderPass_.subpasses[subPass]; in DoSubPass()1395 const auto& currentSubPass = activeRenderPass_.subpasses[sub]; in ScanPasses()1450 const auto& rpd = activeRenderPass_.renderPassDesc; in RenderCommandBeginRenderPass()1454 cpm.FilterRenderPass(activeRenderPass_); in RenderCommandBeginRenderPass()1485 DoSubPass(activeRenderPass_.subpassStartIndex); in RenderCommandBeginRenderPass()1500 PLUGIN_ASSERT(currentSubPass_ < activeRenderPass_.renderPassDesc.subpassCount); in RenderCommandNextSubpass()1614 const auto& rpd = activeRenderPass_.renderPassDesc; in RenderCommandEndRenderPass()[all …]
267 struct RenderCommandBeginRenderPass activeRenderPass_; variable