Searched refs:dynamicStateCount (Results 1 – 3 of 3) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_node_fullscreen_generic.cpp | 192 const uint32_t dynamicStateCount = in GetPsoHandle() local 196 specialization, { dynamicStates, dynamicStateCount }); in GetPsoHandle() 212 …const uint32_t dynamicStateCount = (inputRenderPass_.fragmentShadingRateAttachmentIndex != ~0u) ? … in GetPsoHandle() local 214 …neData_.graphicsState, pipelineData_.pipelineLayout, {}, {}, { dynamicStates, dynamicStateCount }); in GetPsoHandle()
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H A D | render_node_shader_passes_generic.cpp | 356 …const uint32_t dynamicStateCount = (renderPass.subpassDesc.fragmentShadingRateAttachmentIndex != ~… in GetPsoHandleGraphics() local 360 shader, gfxStateHandle, pipelineLayout, {}, {}, { dynamicStates, dynamicStateCount }); in GetPsoHandleGraphics()
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/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/ |
H A D | pipeline_state_object_vk.cpp | 316 …uint32_t dynamicStateCount = Math::min(MAX_DYNAMIC_STATE_COUNT, static_cast<uint32_t>(dynamicState… in GraphicsPipelineStateObjectVk() local 317 if (dynamicStateCount > 0) { in GraphicsPipelineStateObjectVk() 318 for (uint32_t idx = 0; idx < dynamicStateCount; ++idx) { in GraphicsPipelineStateObjectVk() 327 dynamicStateCount, // dynamicStateCount in GraphicsPipelineStateObjectVk() 468 if (dynamicStateCount > 0) { in GraphicsPipelineStateObjectVk()
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