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

/third_party/mesa3d/src/freedreno/vulkan/
Dtu_pass.c520 (att->load || att->load_stencil) && !att->clear_mask && !att->will_be_resolved; in tu_render_pass_cond_config()
658 if (att->will_be_resolved) { in tu_render_pass_bandwidth_config()
885 pass->attachments[src_a].will_be_resolved = in tu_CreateRenderPass2()
899 pass->attachments[src_a].will_be_resolved = a != VK_ATTACHMENT_UNUSED; in tu_CreateRenderPass2()
1031 att->will_be_resolved = true; in tu_setup_dynamic_render_pass()
1034 att->will_be_resolved = false; in tu_setup_dynamic_render_pass()
1075 att->will_be_resolved = true; in tu_setup_dynamic_render_pass()
1078 att->will_be_resolved = false; in tu_setup_dynamic_render_pass()
Dtu_pass.h84 bool will_be_resolved; member
Dtu_clear_blit.c3300 if (att->will_be_resolved && !blit_can_resolve(att->format)) in tu_choose_gmem_layout()