Searched refs:inputAssembly (Results 1 – 5 of 5) sorted by relevance
209 const GraphicsState::InputAssembly& inputAssembly = graphicsState.inputAssembly; in GraphicsPipelineStateObjectVk() local216 (VkPrimitiveTopology)inputAssembly.primitiveTopology, // topology in GraphicsPipelineStateObjectVk()217 (VkBool32)inputAssembly.enablePrimitiveRestart, // primitiveRestartEnable in GraphicsPipelineStateObjectVk()
277 graphicsState.inputAssembly = context.data; in ParseSingleState()
1234 InputAssembly inputAssembly; member
59 uint64_t BASE_NS::hash(const RENDER_NS::GraphicsState::InputAssembly& inputAssembly) in hash() argument62 hash |= static_cast<uint64_t>(inputAssembly.enablePrimitiveRestart); in hash()63 …hash |= (static_cast<uint64_t>(inputAssembly.primitiveTopology) << IA_HASH_PRIMITIVE_TOPOLOGY_SHIF… in hash()127 const uint64_t iaHash = hash(state.inputAssembly); in hash()
2788 const auto& ia = graphicsState.inputAssembly; in PrimeCache()2789 auto& cia = cacheState_.inputAssembly; in PrimeCache()3011 const auto& ia = graphicsState.inputAssembly; in DoGraphicsState()3012 if (ia.enablePrimitiveRestart != graphicsState.inputAssembly.enablePrimitiveRestart) { in DoGraphicsState()3013 auto& cia = cacheState_.inputAssembly; in DoGraphicsState()