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Searched defs:renderPassDesc (Results 1 - 13 of 13) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Dpipeline_state_object_gles.h41 RenderPassDesc renderPassDesc; member
H A Dpipeline_state_object_gles.cpp151 GraphicsPipelineStateObjectGLES(Device& device, const GpuShaderProgram& gpuShaderProgram, const GraphicsState& graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclaration, const ShaderSpecializationConstantDataView& specializationConstants, const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc>& renderPassSubpassDescs, const uint32_t subpassIndex) GraphicsPipelineStateObjectGLES() argument
H A Dnode_context_pool_manager_gles.cpp63 const auto& renderPassDesc = beginRenderPass.renderPassDesc; in UpdateBindImages() local
73 const auto& renderPassDesc = beginRenderPass.renderPassDesc; in HashRPD() local
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/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dnode_context_pool_manager_vk.cpp72 inline void HashRenderPassCompatibility(uint64_t& hash, const RenderPassDesc& renderPassDesc, in HashRenderPassCompatibility() argument
93 HashRenderPassLayouts( uint64_t& hash, const RenderPassDesc& renderPassDesc, const RenderPassImageLayouts& renderPassImageLayouts) HashRenderPassLayouts() argument
102 HashFramebuffer( uint64_t& hash, const RenderPassDesc& renderPassDesc, const GpuResourceManager& gpuResourceMgr) HashFramebuffer() argument
113 HashRenderPassOps(uint64_t& hash, const RenderPassDesc& renderPassDesc) HashRenderPassOps() argument
136 const auto& renderPassDesc = beginRenderPass.renderPassDesc; HashBeginRenderPass() local
152 CreateFramebuffer(const GpuResourceManager& gpuResourceMgr, const RenderPassDesc& renderPassDesc, const LowLevelRenderPassDataVk& renderPassData, const VkDevice device) CreateFramebuffer() argument
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H A Dpipeline_state_object_vk.cpp174 GraphicsPipelineStateObjectVk(Device& device, const GpuShaderProgram& gpuShaderProgram, const GraphicsState& graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclaration, const ShaderSpecializationConstantDataView& specializationConstants, const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc>& renderPassSubpassDescs, const uint32_t subpassIndex, const LowLevelRenderPassData& renderPassData, const LowLevelPipelineLayoutData& pipelineLayoutData) GraphicsPipelineStateObjectVk() argument
H A Dpipeline_create_functions_vk.cpp234 VkRenderPass CreateRenderPassCombined(const DeviceVk& deviceVk, const RenderPassDesc& renderPassDesc, in CreateRenderPassCombined() argument
413 CreateRenderPassCombined2(const DeviceVk& deviceVk, const RenderPassDesc& renderPassDesc, const LowLevelRenderPassDataVk& lowLevelRenderPassData, const array_view<const RenderPassSubpassDesc> subpassDescs, const RenderPassAttachmentResourceStates* subpassResourceStates, const RenderPassAttachmentResourceStates* inputResourceStates, const RenderPassImageLayouts* imageLayouts, const uint32_t maxAttachmentReferenceCountPerSubpass, const bool createRenderPassCompatibility, RenderPassCreatorVk::RenderPassStorage2& rps2) CreateRenderPassCombined2() argument
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H A Ddevice_vk.cpp1313 CreateGraphicsPipelineStateObject(const GpuShaderProgram& gpuProgram, const GraphicsState& graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclaration, const ShaderSpecializationConstantDataView& specializationConstants, const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc>& renderPassSubpassDescs, const uint32_t subpassIndex, const LowLevelRenderPassData* renderPassData, const LowLevelPipelineLayoutData* pipelineLayoutData) CreateGraphicsPipelineStateObject() argument
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_material_deferred_shading.cpp264 const auto& renderPassDesc = renderPass_.renderPassDesc; in UpdateSet01() local
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/
H A Drender_node_scene_util.cpp108 RenderPassDesc& renderPassDesc = renderPass.renderPassDesc; in UpdateCustomCameraTargets() local
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/foundation/graphic/graphic_3d/lume/LumeRender/src/
H A Drender_graph.cpp976 BeginRenderPassUpdateSubpassImageStates(array_view<const uint32_t> attatchmentIndices, const RenderPassDesc& renderPassDesc, const RenderPassAttachmentResourceStates& subpassResourceStatesRef, array_view<ImageLayout> finalImageLayouts, StateCache& stateCache) BeginRenderPassUpdateSubpassImageStates() argument
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/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_command_list.h242 RenderPassDesc renderPassDesc; member
H A Drender_command_list.cpp117 ValidateRenderPassAttachment(const string_view nodeName, const GpuResourceManager& gpuResourceMgr, const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc> subpassDescs) ValidateRenderPassAttachment() argument
843 BeginRenderPass( const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc> subpassDescs) BeginRenderPass() argument
928 BeginRenderPass( const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIdx, const RenderPassSubpassDesc& subpassDesc) BeginRenderPass() argument
1906 ValidateRenderPass(const RenderPassDesc& renderPassDesc) ValidateRenderPass() argument
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dpipeline_state_desc.h1083 RenderPassDesc renderPassDesc; member
1093 RenderPassDescWithHandleReference renderPassDesc; member

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