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Searched defs:backendType (Results 1 – 9 of 9) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
Dgpu_resource_util.cpp47 const DeviceBackendType backendType = device.GetBackendType(); in CopyGpuResource() local
63 const DeviceBackendType backendType = device.GetBackendType(); in DebugBufferName() local
78 const DeviceBackendType backendType = device.GetBackendType(); in DebugImageName() local
93 const DeviceBackendType backendType = device.GetBackendType(); in DebugSamplerName() local
/foundation/graphic/graphic_3d/lume/LumeRender/src/util/
Drender_frame_util.cpp215 const DeviceBackendType backendType = device.GetBackendType(); in ProcessFrameSignalData() local
370 const DeviceBackendType backendType = device_.GetBackendType(); in AddGpuSignal() local
/foundation/arkui/ace_engine/adapter/ohos/entrance/
Dace_service_ability.cpp79 BackendType backendType = BackendType::SERVICE; in OnStart() local
Dace_form_ability.cpp76 BackendType backendType = BackendType::FORM; in LoadFormEnv() local
Dace_data_ability.cpp81 BackendType backendType = BackendType::DATA; in OnStart() local
/foundation/graphic/graphic_3d/3d_scene_adapter/src/
Dscene_adapter.cpp626 auto backendType = rc->GetDevice().GetBackendType(); in RenderFunction() local
671 auto backendType = device.GetBackendType(); in CreateFenceFD() local
797 auto backendType = renderContext->GetDevice().GetBackendType(); in CreateOESTextureHandle() local
/foundation/graphic/graphic_3d/lume/LumeRender/src/
Drender_context.cpp323 string_view GetPipelineCacheUri(DeviceBackendType backendType) in GetPipelineCacheUri()
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
Drender_node_graph_manager.cpp44 …const string_view name, const DeviceBackendType backendType, const IRenderNode::BackendFlags backe… in ValidateBackendFlags()
/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/LumeShaderCompiler/src/
Dcompiler_main.cpp1553 …lShader(std::filesystem::path outputFilename, bool multiviewEnabled, DeviceBackendType backendType, in CreateGlShader()