/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/ |
H A D | node_context_pso_manager.cpp | 70 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 [all...] |
H A D | node_context_pso_manager.h | 69 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
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/ |
H A D | intf_node_context_pso_manager.h | 74 * @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;
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/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/ |
H A D | pipeline_state_object_gles.cpp | 101 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
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H A D | pipeline_state_object_gles.h | 53 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
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H A D | device_gles.h | 157 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
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H A D | device_gles.cpp | 2139 const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, 2146 vertexInputDeclaration, specializationConstants, dynamicStates, renderPassDesc, renderPassSubpassDescs,
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/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/ |
H A D | pipeline_state_object_vk.h | 46 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
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H A D | pipeline_state_object_vk.cpp | 178 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
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H A D | device_vk.h | 166 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
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H A D | device_vk.cpp | 1317 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
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/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_node_fullscreen_generic.cpp | 161 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()
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H A D | render_node_shader_passes_generic.cpp | 354 constexpr DynamicStateEnum dynamicStates[] = { CORE_DYNAMIC_STATE_ENUM_VIEWPORT, CORE_DYNAMIC_STATE_ENUM_SCISSOR, in GetPsoHandleGraphics() local 360 shader, gfxStateHandle, pipelineLayout, {}, {}, { dynamicStates, dynamicStateCount }); in GetPsoHandleGraphics()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/device/ |
H A D | device.h | 228 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
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