Searched refs:pPipeline (Results 1 – 1 of 1) sorted by relevance
2193 static VkBool32 isDynamic(const PIPELINE_NODE *pPipeline, const VkDynamicState state) { in isDynamic() argument2194 if (pPipeline && pPipeline->graphicsPipelineCI.pDynamicState) { in isDynamic()2195 … for (uint32_t i = 0; i < pPipeline->graphicsPipelineCI.pDynamicState->dynamicStateCount; i++) { in isDynamic()2196 if (state == pPipeline->graphicsPipelineCI.pDynamicState->pDynamicStates[i]) in isDynamic()2647 …c VkBool32 validate_pipeline_shaders(layer_data *my_data, VkDevice dev, PIPELINE_NODE *pPipeline) { in validate_pipeline_shaders() argument2648 VkGraphicsPipelineCreateInfo const *pCreateInfo = &pPipeline->graphicsPipelineCI; in validate_pipeline_shaders()2707 pPipeline->active_sets.insert(use.first.first); in validate_pipeline_shaders()3001 PIPELINE_NODE *pPipeline = pPipelines[pipelineIndex]; in verifyPipelineCreateState() local3006 if (pPipeline->graphicsPipelineCI.flags & VK_PIPELINE_CREATE_DERIVATIVE_BIT) { in verifyPipelineCreateState()3008 if (!((pPipeline->graphicsPipelineCI.basePipelineHandle != VK_NULL_HANDLE) ^ in verifyPipelineCreateState()[all …]