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Searched refs:dynamicStates (Results 1 - 14 of 14) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Dnode_context_pso_manager.cpp70 const array_view<const DynamicStateEnum> dynamicStates,
74 for (const auto& ref : dynamicStates) {
246 const array_view<const DynamicStateEnum> dynamicStates, const GraphicsState* customGraphicsState) in GetGraphicsPsoHandleImpl()
268 const uint64_t hash = HashGraphicsShader(shader, graphicsState, dynamicStates, shaderSpecialization, cGfxHash); in GetGraphicsPsoHandleImpl()
308 psoCreationData.dynamicStates = { dynamicStates.cbegin(), dynamicStates.cend() }; in GetGraphicsPsoHandleImpl()
320 const array_view<const DynamicStateEnum> dynamicStates) in GetGraphicsPsoHandle()
330 shaderHandle, gfxStateHandle, pl, vidView, shaderSpecialization, dynamicStates, nullptr); in GetGraphicsPsoHandle()
337 const array_view<const DynamicStateEnum> dynamicStates) in GetGraphicsPsoHandle()
242 GetGraphicsPsoHandleImpl(const RenderHandle shader, const RenderHandle graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView, const ShaderSpecializationConstantDataView& shaderSpecialization, const array_view<const DynamicStateEnum> dynamicStates, const GraphicsState* customGraphicsState) GetGraphicsPsoHandleImpl() argument
317 GetGraphicsPsoHandle(const RenderHandle shaderHandle, const RenderHandle graphicsState, const RenderHandle pipelineLayoutHandle, const RenderHandle vertexInputDeclarationHandle, const ShaderSpecializationConstantDataView& shaderSpecialization, const array_view<const DynamicStateEnum> dynamicStates) GetGraphicsPsoHandle() argument
334 GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView, const ShaderSpecializationConstantDataView& shaderSpecialization, const array_view<const DynamicStateEnum> dynamicStates) GetGraphicsPsoHandle() argument
343 GetGraphicsPsoHandle(const RenderHandle shader, const GraphicsState& graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView, const ShaderSpecializationConstantDataView& shaderSpecialization, const array_view<const DynamicStateEnum> dynamicStates) GetGraphicsPsoHandle() argument
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H A Dnode_context_pso_manager.h69 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
73 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
77 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) override;
102 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const GraphicsState* graphicsState);
135 BASE_NS::vector<DynamicStateEnum> dynamicStates; member
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/
H A Dintf_node_context_pso_manager.h74 * @param dynamicStates Dynamic state enums
80 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) = 0;
90 * @param dynamicStates Dynamic state enums
96 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) = 0;
106 * @param dynamicStates Dynamic state enums
112 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates) = 0;
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Dpipeline_state_object_gles.cpp101 DynamicStateFlags GetDynamicStateFlags(const array_view<const DynamicStateEnum> dynamicStates) in GetDynamicStateFlags() argument
104 for (const auto& ref : dynamicStates) { in GetDynamicStateFlags()
155 const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, in GraphicsPipelineStateObjectGLES()
170 plat_.dynamicStateFlags = GetDynamicStateFlags(dynamicStates); in GraphicsPipelineStateObjectGLES()
151 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 Dpipeline_state_object_gles.h53 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
H A Ddevice_gles.h157 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
H A Ddevice_gles.cpp2139 const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
2146 vertexInputDeclaration, specializationConstants, dynamicStates, renderPassDesc, renderPassSubpassDescs,
/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_state_object_vk.h46 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
H A Dpipeline_state_object_vk.cpp178 const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, in GraphicsPipelineStateObjectVk()
316 uint32_t dynamicStateCount = Math::min(MAX_DYNAMIC_STATE_COUNT, static_cast<uint32_t>(dynamicStates.size())); in GraphicsPipelineStateObjectVk()
319 vkDynamicStates[idx] = (VkDynamicState)dynamicStates[idx]; in GraphicsPipelineStateObjectVk()
174 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 Ddevice_vk.h166 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
H A Ddevice_vk.cpp1317 const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, in CreateGraphicsPipelineStateObject()
1324 vertexInputDeclaration, specializationConstants, dynamicStates, renderPassDesc, renderPassSubpassDescs, in CreateGraphicsPipelineStateObject()
1313 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/LumeRender/src/node/
H A Drender_node_fullscreen_generic.cpp161 constexpr DynamicStateEnum dynamicStates[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR, in GetPsoHandle() local
195 specialization, { dynamicStates, dynamicStateCount }); in GetPsoHandle()
213 pipelineData_.graphicsState, pipelineData_.pipelineLayout, {}, {}, { dynamicStates, dynamicStateCount }); in GetPsoHandle()
H A Drender_node_shader_passes_generic.cpp354 constexpr DynamicStateEnum dynamicStates[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR, in GetPsoHandleGraphics() local
360 shader, gfxStateHandle, pipelineLayout, {}, {}, { dynamicStates, dynamicStateCount }); in GetPsoHandleGraphics()
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Ddevice.h228 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,

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