Searched refs:FRAG (Results 1 – 25 of 43) sorted by relevance
12
65 FRAG, enumerator76 case Stage::FRAG: stream << "frag"; break; in operator <<()85 return (stage == Stage::TASK || stage == Stage::MESH || stage == Stage::FRAG); in isShaderStage()96 case Stage::FRAG: return VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; in stageToFlags()207 case Stage::FRAG: return (access == WriteAccess::SHADER_WRITE); in canWriteFromStageAsAccess()223 …case Stage::FRAG: return (access == ReadAccess::SHADER_READ || access == ReadAccess::UNIFORM_READ… in canReadFromStageAsAccess()255 …case Stage::FRAG: return (resType == ResourceType::STORAGE_BUFFER || resType == ResourceType::STO… in canWriteTo()271 case Stage::FRAG: return true; in canReadFrom()359 stages.insert(Stage::FRAG); // In the last subpass we always need a fragment shader (passthrough). in subpassStages()372 return de::contains(begin(stages), end(stages), Stage::FRAG); in hasFrag()[all …]
64 FRAG, enumerator75 case Stage::FRAG: stream << "frag"; break; in operator <<()84 return (stage == Stage::TASK || stage == Stage::MESH || stage == Stage::FRAG); in isShaderStage()95 case Stage::FRAG: return VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT; in stageToFlags()205 case Stage::FRAG: return (access == WriteAccess::SHADER_WRITE); in canWriteFromStageAsAccess()221 …case Stage::FRAG: return (access == ReadAccess::SHADER_READ || access == ReadAccess::UNIFORM_READ… in canReadFromStageAsAccess()268 case Stage::FRAG: return true; in canReadFrom()458 if (fromStage == Stage::FRAG || toStage == Stage::FRAG) flags |= VK_SHADER_STAGE_FRAGMENT_BIT; in getResourceShaderStages()587 const bool readFromFrag = (m_params.toStage == Stage::FRAG); in initPrograms()1225 { Stage::TASK, Stage::FRAG }, in createMeshShaderSyncTests()[all …]
1 FRAG