Searched refs:RenderPassBuilder (Results 1 – 4 of 4) sorted by relevance
106 RenderPassBuilder::RenderPassBuilder(bool hasUAV) { in RenderPassBuilder() function in dawn_native::d3d12::RenderPassBuilder112 void RenderPassBuilder::SetRenderTargetView(ColorAttachmentIndex attachmentIndex, in SetRenderTargetView()120 void RenderPassBuilder::SetDepthStencilView(D3D12_CPU_DESCRIPTOR_HANDLE baseDescriptor) { in SetDepthStencilView()124 ColorAttachmentIndex RenderPassBuilder::GetColorAttachmentCount() const { in GetColorAttachmentCount()128 bool RenderPassBuilder::HasDepth() const { in HasDepth()133 RenderPassBuilder::GetRenderPassRenderTargetDescriptors() const { in GetRenderPassRenderTargetDescriptors()138 RenderPassBuilder::GetRenderPassDepthStencilDescriptor() const { in GetRenderPassDepthStencilDescriptor()142 D3D12_RENDER_PASS_FLAGS RenderPassBuilder::GetRenderPassFlags() const { in GetRenderPassFlags()146 const D3D12_CPU_DESCRIPTOR_HANDLE* RenderPassBuilder::GetRenderTargetViews() const { in GetRenderTargetViews()150 void RenderPassBuilder::SetRenderTargetBeginningAccess(ColorAttachmentIndex attachment, in SetRenderTargetBeginningAccess()[all …]
29 class RenderPassBuilder; variable50 RenderPassBuilder* renderPassBuilder);52 const RenderPassBuilder* renderPassBuilder) const;
36 class RenderPassBuilder {38 RenderPassBuilder(bool hasUAV);
1196 RenderPassBuilder* renderPassBuilder) { in SetupRenderPass()1287 const RenderPassBuilder* renderPassBuilder) const { in EmulateBeginRenderPass()1352 RenderPassBuilder renderPassBuilder(passHasUAV); in RecordRenderPass()