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Searched refs:refState (Results 1 – 3 of 3) sorted by relevance

/ohos5.0/commonlibrary/c_utils/base/test/fuzztest/refbase_fuzzer/
H A Drefbase_fuzzer.cpp91 refState->strongCount--; in __anone27d57a10102()
92 …bool shouldLock = refState->strongCount == 0 && refState->weakCount == 0 && refState->weakRefCount… in __anone27d57a10102()
109 refState->weakRefCounterExists = refState->weakRefCount > 0; in __anone27d57a10202()
110 …bool shouldLock = refState->strongCount == 0 && refState->weakCount == 0 && refState->weakRefCount… in __anone27d57a10202()
126 refState->weakCount--; in __anone27d57a10302()
127 …bool shouldLock = refState->strongCount == 0 && refState->weakCount == 0 && refState->weakRefCount… in __anone27d57a10302()
182 refState->strongCount++; in __anone27d57a10a02()
219 refState->weakCount++; in __anone27d57a10e02()
228 refState->strongCount++; in __anone27d57a10f02()
237 refState->strongCount++; in __anone27d57a11002()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_command_list.cpp1032 refState.shaderStageFlags |= CORE_SHADER_STAGE_FRAGMENT_BIT; in ProcessInputAttachments()
1035 refState.gpuQueue = gpuQueue_; in ProcessInputAttachments()
1069 refState.shaderStageFlags |= CORE_SHADER_STAGE_FRAGMENT_BIT; in ProcessColorAttachments()
1072 refState.gpuQueue = gpuQueue_; in ProcessColorAttachments()
1099 refState.shaderStageFlags |= CORE_SHADER_STAGE_FRAGMENT_BIT; in ProcessResolveAttachments()
1102 refState.gpuQueue = gpuQueue_; in ProcessResolveAttachments()
1126 refState.accessFlags |= in ProcessDepthAttachments()
1128 refState.pipelineStageFlags |= in ProcessDepthAttachments()
1130 refState.gpuQueue = gpuQueue_; in ProcessDepthAttachments()
1149 refState.gpuQueue = gpuQueue_; in ProcessDepthAttachments()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/
H A Drender_graph.cpp989 const GpuResourceState& refState = subpassResourceStatesRef.states[attachmentIndex]; in BeginRenderPassUpdateSubpassImageStates() local
994 auto& ref = GetImageResourceStateRef(handle, refState.gpuQueue); in BeginRenderPassUpdateSubpassImageStates()
997 ref.state = refState; in BeginRenderPassUpdateSubpassImageStates()