Searched defs:renderSlotId (Results 1 - 7 of 7) sorted by relevance
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_depth_render_slot.cpp | 603 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs() local 611 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs() local [all...] |
H A D | render_node_default_material_render_slot.cpp | 934 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs() local 944 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs() local [all...] |
/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/ |
H A D | shader_loader.cpp | 488 const uint32_t renderSlotId = shaderMgr_.GetRenderSlotId(variant.renderSlot); in CreateShaderStates() local
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/ |
H A D | render_data_store_default_material.cpp | 485 uint32_t renderSlotId = matData.customRenderSlotId; in AddSubmesh() local [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | scene_util.cpp | 608 const uint32_t renderSlotId = in GetDefaultMaterialShaderData() local 625 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_DEPTH); in GetDefaultMaterialShaderData() local 647 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in GetDefaultMaterialShaderData() local
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/foundation/graphic/graphic_3d/lume/LumeRender/src/device/ |
H A D | shader_manager.cpp | 231 inline void GetShadersBySlot(const uint32_t renderSlotId, const ShaderManager::GraphicsMappings& mappings, in GetShadersBySlot() argument 221 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandleReference>& shaders) GetShadersBySlot() argument 241 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandle>& shaders) GetShadersBySlot() argument 251 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::GraphicsMappings& mappings, vector<RenderHandle>& shaders) GetShadersBySlot() argument 261 GetGraphicsStatesBySlot( const uint32_t renderSlotId, const ShaderManager::GraphicsStateData& gsd, vector<RenderHandleReference>& states) GetGraphicsStatesBySlot() argument 273 GetGraphicsStatesBySlot( const uint32_t renderSlotId, const ShaderManager::GraphicsStateData& gsd, vector<RenderHandle>& states) GetGraphicsStatesBySlot() argument 293 HashHandleAndSlot(const RenderHandle& handle, const uint32_t renderSlotId) HashHandleAndSlot() argument 366 const uint32_t renderSlotId = static_cast<uint32_t>(renderSlotIds_.data.size()); CreateRenderSlotId() local 397 SetRenderSlotData( const uint32_t renderSlotId, const RenderHandleReference& shaderHandle, const RenderHandleReference& stateHandle) SetRenderSlotData() argument 936 const uint32_t renderSlotId = CreateRenderSlotId(variantCreateInfo.renderSlot); CreateGraphicsState() local [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | render_system.cpp | 144 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in FillShaderData() local
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