Searched refs:target_render_pass (Results 1 – 2 of 2) sorted by relevance
544 RenderPass* target_render_pass, in AppendQuadsForLayer() argument548 layer->AppendQuads(target_render_pass, occlusion_tracker, append_quads_data); in AppendQuadsForLayer()552 RenderPass* target_render_pass, in AppendQuadsForRenderSurfaceLayer() argument558 layer->render_surface()->AppendQuads(target_render_pass, in AppendQuadsForRenderSurfaceLayer()567 layer->render_surface()->AppendQuads(target_render_pass, in AppendQuadsForRenderSurfaceLayer()579 RenderPass* target_render_pass, in AppendQuadsToFillScreen() argument609 target_render_pass->CreateAndAppendSharedQuadState(); in AppendQuadsToFillScreen()627 target_render_pass->CreateAndAppendDrawQuad<SolidColorDrawQuad>(); in AppendQuadsToFillScreen()642 target_render_pass->CreateAndAppendDrawQuad<TextureDrawQuad>(); in AppendQuadsToFillScreen()770 RenderPass* target_render_pass = in CalculateRenderPasses() local[all …]
937 const RenderPass* target_render_pass = frame->current_render_pass; in GetBackgroundWithFilters() local968 UseRenderPass(frame, target_render_pass); in GetBackgroundWithFilters()