Searched refs:refState (Results 1 – 3 of 3) sorted by relevance
91 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()[all …]
1032 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()[all …]
989 const GpuResourceState& refState = subpassResourceStatesRef.states[attachmentIndex]; in BeginRenderPassUpdateSubpassImageStates() local994 auto& ref = GetImageResourceStateRef(handle, refState.gpuQueue); in BeginRenderPassUpdateSubpassImageStates()997 ref.state = refState; in BeginRenderPassUpdateSubpassImageStates()