Searched refs:mIsRenderPassCommandBuffer (Results 1 – 2 of 2) sorted by relevance
1070 void setHasRenderPass(bool hasRenderPass) { mIsRenderPassCommandBuffer = hasRenderPass; } in setHasRenderPass()1090 return mIsRenderPassCommandBuffer ? !mRenderPassStarted : mCommandBuffer.empty(); in empty()1096 ASSERT(mIsRenderPassCommandBuffer); in started()1130 ASSERT(mIsRenderPassCommandBuffer); in hasWriteAfterInvalidate()1137 ASSERT(mIsRenderPassCommandBuffer); in isInvalidated()1149 ASSERT(mIsRenderPassCommandBuffer); in getRenderArea()1164 ASSERT(mIsRenderPassCommandBuffer); in getAndResetCounter()1172 ASSERT(mIsRenderPassCommandBuffer); in getFramebufferHandle()1204 bool hasRenderPass() const { return mIsRenderPassCommandBuffer; } in hasRenderPass()1267 bool mIsRenderPassCommandBuffer; variable[all …]
907 mIsRenderPassCommandBuffer(false),941 mIsRenderPassCommandBuffer = isRenderPassCommandBuffer; in initialize()951 if (mIsRenderPassCommandBuffer) in reset()1061 if (mIsRenderPassCommandBuffer) in imageRead()1086 if (mIsRenderPassCommandBuffer) in imageWrite()1105 ASSERT(mIsRenderPassCommandBuffer); in colorImagesDraw()1139 ASSERT(mIsRenderPassCommandBuffer); in depthStencilImagesDraw()1237 ASSERT(mIsRenderPassCommandBuffer); in updateStartedRenderPassWithDepthMode()1340 ASSERT(mIsRenderPassCommandBuffer); in finalizeColorImageLayout()1382 ASSERT(mIsRenderPassCommandBuffer); in finalizeDepthStencilImageLayout()[all …]