/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_motion_blur.cpp | 46 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 61 renderData_.pipelineLayout, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in Init() 70 graphicsState, renderTileMaxData_.pipelineLayout, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in Init() 86 { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in Init() 93 { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in Init() 100 { DYNAMIC_STATES, counto in Init() [all...] |
H A D | render_copy.cpp | 41 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 67 shader, graphicsStateHandle, pipelineLayout, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreatePso()
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H A D | render_node_back_buffer.cpp | 45 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 150 shader_, graphicsState, pipelineLayout_, {}, {}, { DYNAMIC_STATES, BASE_NS::countof(DYNAMIC_STATES) }); in CheckForPsoSpecilization()
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H A D | render_blur.cpp | 40 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 131 renderData_.pipelineLayout, {}, specDataView, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in Execute() 138 renderData_.pipelineLayout, {}, specDataView, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in Execute()
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H A D | render_bloom.cpp | 43 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 698 shaderHandle, graphicsStateHandle, pl, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateAndReflectRenderPso() 736 shader, graphicsState, pl, {}, specDataView, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateRenderPsos() 749 shader, graphicsState, pl, {}, specDataView, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateRenderPsos()
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H A D | render_node_mip_chain_post_process.cpp | 46 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 120 graphicsState, pipelineData_.pipelineLayoutData, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in InitNode()
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H A D | render_node_single_post_process.cpp | 48 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 173 shader_, graphicsState, pipelineLayout_, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in InitNode()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_copy_helper.cpp | 34 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 90 renderData_.pipelineLayout, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in Execute()
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H A D | render_node_default_shadows_blur.cpp | 44 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 179 reflPipelineLayout, vidv, specDataView, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in ProcessSingleShadow()
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H A D | render_node_default_shadow_render_slot.cpp | 53 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 504 currShader, gfxState, pl, vidv, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateNewPso() 507 currShader, currState, currPl, currVid, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateNewPso()
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H A D | render_node_default_env.cpp | 58 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 471 return { DYNAMIC_STATES, countof(DYNAMIC_STATES) }; in GetDynamicStates()
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H A D | render_node_camera_single_post_process.cpp | 49 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 193 shader_, graphicsState, pipelineLayout_, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in InitNode()
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H A D | render_node_camera_cubemap.cpp | 49 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 148 shader_, graphicsState, pipelineLayout_, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in InitNode()
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H A D | render_node_default_depth_render_slot.cpp | 56 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 472 constexpr array_view<const DynamicStateEnum> dynamicStatesView { DYNAMIC_STATES, countof(DYNAMIC_STATES) }; in CreateNewPso()
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H A D | render_node_default_material_deferred_shading.cpp | 58 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 385 { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in GetPsoHandle()
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H A D | render_node_default_material_render_slot.cpp | 61 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 896 return { DYNAMIC_STATES, countof(DYNAMIC_STATES) }; in GetDynamicStates()
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/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/ |
H A D | render_node_dotfield_render.cpp | 56 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 191 vertexInputDeclaration, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in GetPsoData()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/ |
H A D | render_node_post_process_util.cpp | 52 constexpr DynamicStateEnum DYNAMIC_STATES[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR }; member 517 { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in ExecuteCombine() 576 fxaaData_.shader, gfxHandle, fxaaData_.pl, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in ExecuteFXAA() 631 taaData_.shader, gfxHandle, taaData_.pl, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in ExecuteTAA() 709 dofBlurData_.shader, gfxHandle, dofBlurData_.pl, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in ExecuteDofBlur() 778 dofData_.shader, gfxHandle, dofData_.pl, {}, {}, { DYNAMIC_STATES, counto in ExecuteDof() [all...] |