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

/external/vulkan-validation-layers/layers/
Dbuffer_validation.cpp458 auto const pRenderPassInfo = GetRenderPassState(pRenderPassBegin->renderPass)->createInfo.ptr(); in VerifyFramebufferAndRenderPassLayouts() local
464 if (pRenderPassInfo->attachmentCount != framebufferInfo.attachmentCount) { in VerifyFramebufferAndRenderPassLayouts()
469 for (uint32_t i = 0; i < pRenderPassInfo->attachmentCount; ++i) { in VerifyFramebufferAndRenderPassLayouts()
485 auto initial_layout = pRenderPassInfo->pAttachments[i].initialLayout; in VerifyFramebufferAndRenderPassLayouts()
486 auto final_layout = pRenderPassInfo->pAttachments[i].finalLayout; in VerifyFramebufferAndRenderPassLayouts()
517 for (uint32_t j = 0; j < pRenderPassInfo->subpassCount; ++j) { in VerifyFramebufferAndRenderPassLayouts()
518 auto &subpass = pRenderPassInfo->pSubpasses[j]; in VerifyFramebufferAndRenderPassLayouts()
519 for (uint32_t k = 0; k < pRenderPassInfo->pSubpasses[j].inputAttachmentCount; ++k) { in VerifyFramebufferAndRenderPassLayouts()
534 for (uint32_t k = 0; k < pRenderPassInfo->pSubpasses[j].colorAttachmentCount; ++k) { in VerifyFramebufferAndRenderPassLayouts()
554 if (pRenderPassInfo->pSubpasses[j].pDepthStencilAttachment) { in VerifyFramebufferAndRenderPassLayouts()
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