Searched refs:pass_no_load (Results 1 – 2 of 2) sorted by relevance
64 v3dv_DestroyRenderPass(_device, item->pass_no_load, &device->alloc); in v3dv_meta_blit_finish()3197 VkRenderPass *pass_no_load) in create_blit_render_pass() argument3245 &info, &device->alloc, pass_no_load); in create_blit_render_pass()3862 &(*pipeline)->pass_no_load); in get_blit_pipeline()3896 if ((*pipeline)->pass_no_load) in get_blit_pipeline()3897 v3dv_DestroyRenderPass(_device, (*pipeline)->pass_no_load, &device->alloc); in get_blit_pipeline()4223 pipeline->pass && pipeline->pass_no_load); in blit_shader()4377 .renderPass = can_skip_tlb_load ? pipeline->pass_no_load : in blit_shader()
260 VkRenderPass pass_no_load; member