Searched refs:currentFrameBuffer_ (Results 1 – 2 of 2) sorted by relevance
797 currentFrameBuffer_ = nullptr; in ResetState()967 PLUGIN_ASSERT(currentFrameBuffer_ == nullptr); in RenderCommandBindPipeline()1338 if (currentFrameBuffer_ == nullptr) { in DoSubPass()1457 if (currentFrameBuffer_ == nullptr) { in RenderCommandBeginRenderPass()1588 …static_cast<GLint>(currentFrameBuffer_->height), 0, static_cast<GLint>(currentFrameBuffer_->height… in ResolveMSAA()1594 …static_cast<GLint>(currentFrameBuffer_->height), 0, 0, static_cast<GLint>(currentFrameBuffer_->wid… in ResolveMSAA()1595 static_cast<GLint>(currentFrameBuffer_->height), mask, in ResolveMSAA()1610 if (currentFrameBuffer_ == nullptr) { in RenderCommandEndRenderPass()1630 currentFrameBuffer_ = nullptr; in RenderCommandEndRenderPass()3075 if (!currentFrameBuffer_) { in FlushViewportScissors()[all …]
269 const LowlevelFramebufferGL* currentFrameBuffer_ = nullptr; variable