Searched refs:RenderPass (Results 1 – 16 of 16) sorted by relevance
10 enum class RenderPass : uint8_t { enum17 MBGL_CONSTEXPR RenderPass operator|(RenderPass a, RenderPass b) { in operator |()18 return RenderPass(mbgl::underlying_type(a) | mbgl::underlying_type(b)); in operator |()21 MBGL_CONSTEXPR RenderPass& operator|=(RenderPass& a, RenderPass b) { in operator |=()25 MBGL_CONSTEXPR RenderPass operator&(RenderPass a, RenderPass b) { in operator &()26 return RenderPass(mbgl::underlying_type(a) & mbgl::underlying_type(b)); in operator &()
61 bool hasRenderPass(RenderPass) const;102 RenderPass passes = RenderPass::None;
48 RenderPass pass = RenderPass::Opaque;
63 bool RenderLayer::hasRenderPass(RenderPass pass) const { in hasRenderPass()68 return passes != RenderPass::None in needsRendering()
93 } else if (pass == RenderPass::Translucent) { in colorModeForRenderPass()
443 parameters.pass = RenderPass::Pass3D; in render()561 parameters.pass = RenderPass::Opaque; in render()577 parameters.pass = RenderPass::Translucent; in render()
42 passes = RenderPass::None; in evaluate()45 passes |= RenderPass::Translucent; in evaluate()51 passes |= RenderPass::Translucent; in evaluate()53 passes |= RenderPass::Opaque; in evaluate()117 …& evaluated.get<FillOpacity>().constantOr(0) >= 1.0f) == (parameters.pass == RenderPass::Opaque)) { in render()120 parameters.depthModeForSublayer(1, parameters.pass == RenderPass::Opaque in render()127 if (evaluated.get<FillAntialias>() && parameters.pass == RenderPass::Translucent) { in render()138 if (parameters.pass != RenderPass::Translucent) { in render()
51 ? (RenderPass::Translucent | RenderPass::Pass3D) in evaluate()52 : RenderPass::None; in evaluate()60 if (parameters.pass != RenderPass::Translucent && parameters.pass != RenderPass::Pass3D) in render()127 if (!bucket.isPrepared() && parameters.pass == RenderPass::Pass3D) { in render()172 } else if (parameters.pass == RenderPass::Translucent) { in render()
40 ? (RenderPass::Translucent | RenderPass::Pass3D) in evaluate()41 : RenderPass::None; in evaluate()49 if (parameters.pass == RenderPass::Opaque) { in render()53 if (parameters.pass == RenderPass::Pass3D) { in render()134 } else if (parameters.pass == RenderPass::Translucent) { in render()
41 ? (RenderPass::Translucent | RenderPass::Pass3D) in evaluate()42 : RenderPass::None; in evaluate()50 if (parameters.pass == RenderPass::Opaque) { in render()54 if (parameters.pass == RenderPass::Pass3D) { in render()156 } else if (parameters.pass == RenderPass::Translucent) { in render()
37 passes = evaluated.get<style::RasterOpacity>() > 0 ? RenderPass::Translucent : RenderPass::None; in evaluate()73 if (parameters.pass != RenderPass::Translucent) in render()
43 ? RenderPass::Translucent : RenderPass::None; in evaluate()51 if (parameters.pass == RenderPass::Opaque) { in render()
48 ? RenderPass::Translucent : RenderPass::None; in evaluate()56 if (parameters.pass == RenderPass::Opaque) { in render()
38 passes = evaluated.get<style::BackgroundOpacity>() > 0 ? RenderPass::Translucent in evaluate()39 : RenderPass::None; in evaluate()
65 ? RenderPass::Translucent : RenderPass::None; in evaluate()73 if (parameters.pass == RenderPass::Opaque) { in render()
35 passes = RenderPass::Translucent; in evaluate()