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Searched refs:m_RenderPasses (Results 1 – 2 of 2) sorted by relevance

/external/swiftshader/third_party/PowerVR_SDK/Tools/
DPVRTPFXParser.cpp943 for(ul = 0; ul < m_RenderPasses.GetSize(); ++ul) in RetrieveRenderPassDependencies()
946 if(m_RenderPasses[ul].pTexture->Name == m_psEffect[uj].Textures[uk].Name) in RetrieveRenderPassDependencies()
947 aRequiredRenderPasses.Append(&m_RenderPasses[ul]); in RetrieveRenderPassDependencies()
1643 unsigned int uiPassIdx = m_RenderPasses.Append(); in ParseTexture()
1644 m_RenderPasses[uiPassIdx].SemanticName = texName; in ParseTexture()
1648 m_RenderPasses[uiPassIdx].eViewType = eVIEW_CURRENT; in ParseTexture()
1652 m_RenderPasses[uiPassIdx].eViewType = eVIEW_POD_CAMERA; in ParseTexture()
1653 m_RenderPasses[uiPassIdx].NodeName = viewName; in ParseTexture()
1656 m_RenderPasses[uiPassIdx].eRenderPassType = eCAMERA_PASS; // Textures are always 'camera' passes in ParseTexture()
1659 m_RenderPasses[uiPassIdx].pTexture = pTex; in ParseTexture()
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DPVRTPFXParser.h478 CPVRTArray<SPVRTPFXRenderPass> m_RenderPasses; variable