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Searched defs:renderSlotId (Results 1 - 7 of 7) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_depth_render_slot.cpp603 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs() local
611 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs() local
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H A Drender_node_default_material_render_slot.cpp934 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs() local
944 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs() local
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/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/
H A Dshader_loader.cpp488 const uint32_t renderSlotId = shaderMgr_.GetRenderSlotId(variant.renderSlot); in CreateShaderStates() local
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_material.cpp485 uint32_t renderSlotId = matData.customRenderSlotId; in AddSubmesh() local
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dscene_util.cpp608 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
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.cpp231 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
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.cpp144 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in FillShaderData() local

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