/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/ |
H A D | node_context_pool_manager_vk.cpp | 72 inline void HashRenderPassCompatibility(uint64_t& hash, const RenderPassDesc& renderPassDesc, in HashRenderPassCompatibility() argument 76 for (uint32_t idx = 0; idx < renderPassDesc.attachmentCount; ++idx) { in HashRenderPassCompatibility() 85 HashCombine(hash, (static_cast<uint64_t>(renderPassDesc.attachments[idx].layer) << 32ULL) | in HashRenderPassCompatibility() 86 (static_cast<uint64_t>(renderPassDesc.attachments[idx].mipLevel))); in HashRenderPassCompatibility() 90 HashRange(hash, &subpasses, &subpasses + renderPassDesc.subpassCount); in HashRenderPassCompatibility() 94 uint64_t& hash, const RenderPassDesc& renderPassDesc, const RenderPassImageLayouts& renderPassImageLayouts) in HashRenderPassLayouts() 96 for (uint32_t idx = 0; idx < renderPassDesc.attachmentCount; ++idx) { in HashRenderPassLayouts() 103 uint64_t& hash, const RenderPassDesc& renderPassDesc, const GpuResourceManager& gpuResourceMgr) in HashFramebuffer() 105 for (uint32_t idx = 0; idx < renderPassDesc.attachmentCount; ++idx) { in HashFramebuffer() 106 const RenderPassDesc::AttachmentDesc& atDesc = renderPassDesc in HashFramebuffer() 93 HashRenderPassLayouts( uint64_t& hash, const RenderPassDesc& renderPassDesc, const RenderPassImageLayouts& renderPassImageLayouts) HashRenderPassLayouts() argument 102 HashFramebuffer( uint64_t& hash, const RenderPassDesc& renderPassDesc, const GpuResourceManager& gpuResourceMgr) HashFramebuffer() argument 113 HashRenderPassOps(uint64_t& hash, const RenderPassDesc& renderPassDesc) HashRenderPassOps() argument 136 const auto& renderPassDesc = beginRenderPass.renderPassDesc; HashBeginRenderPass() local 152 CreateFramebuffer(const GpuResourceManager& gpuResourceMgr, const RenderPassDesc& renderPassDesc, const LowLevelRenderPassDataVk& renderPassData, const VkDevice device) CreateFramebuffer() argument [all...] |
H A D | pipeline_create_functions_vk.cpp | 234 VkRenderPass CreateRenderPassCombined(const DeviceVk& deviceVk, const RenderPassDesc& renderPassDesc, in CreateRenderPassCombined() argument 243 const uint32_t attachmentCount = renderPassDesc.attachmentCount; in CreateRenderPassCombined() 249 const auto attachments = array_view(renderPassDesc.attachments, renderPassDesc.attachmentCount); in CreateRenderPassCombined() 251 array_view(lowLevelRenderPassData.renderPassCompatibilityDesc.attachments, renderPassDesc.attachmentCount); in CreateRenderPassCombined() 258 array_view(imageLayouts->attachmentInitialLayouts, renderPassDesc.attachmentCount); in CreateRenderPassCombined() 259 const auto finalLayouts = array_view(imageLayouts->attachmentFinalLayouts, renderPassDesc.attachmentCount); in CreateRenderPassCombined() 266 const uint32_t subpassCount = renderPassDesc.subpassCount; in CreateRenderPassCombined() 377 PLUGIN_ASSERT(renderPassDesc.subpassCount == static_cast<uint32_t>(multiViewMasks.size())); in CreateRenderPassCombined() 381 renderPassDesc in CreateRenderPassCombined() 413 CreateRenderPassCombined2(const DeviceVk& deviceVk, const RenderPassDesc& renderPassDesc, const LowLevelRenderPassDataVk& lowLevelRenderPassData, const array_view<const RenderPassSubpassDesc> subpassDescs, const RenderPassAttachmentResourceStates* subpassResourceStates, const RenderPassAttachmentResourceStates* inputResourceStates, const RenderPassImageLayouts* imageLayouts, const uint32_t maxAttachmentReferenceCountPerSubpass, const bool createRenderPassCompatibility, RenderPassCreatorVk::RenderPassStorage2& rps2) CreateRenderPassCombined2() argument [all...] |
H A D | pipeline_state_object_vk.h | 46 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
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/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_motion_blur.cpp | 190 renderPass.renderPassDesc.attachmentCount = 1; in Execute() 191 renderPass.renderPassDesc.renderArea = { 0, 0, motionBlurInfo_.size.x, motionBlurInfo_.size.y }; in Execute() 192 renderPass.renderPassDesc.subpassCount = 1; in Execute() 193 renderPass.renderPassDesc.attachments[0].loadOp = CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in Execute() 194 renderPass.renderPassDesc.attachments[0].storeOp = CORE_ATTACHMENT_STORE_OP_STORE; in Execute() 195 renderPass.renderPassDesc.attachmentHandles[0] = blurInfo.output; in Execute() 201 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute() 223 const float fWidth = static_cast<float>(renderPass.renderPassDesc.renderArea.extentWidth); in Execute() 224 const float fHeight = static_cast<float>(renderPass.renderPassDesc.renderArea.extentHeight); in Execute() 245 renderPass.renderPassDesc in ExecuteTileVelocity() [all...] |
H A D | render_copy.cpp | 47 rp.renderPassDesc.attachmentCount = 1u; in CreateRenderPass() 48 rp.renderPassDesc.attachmentHandles[0u] = input; in CreateRenderPass() 49 rp.renderPassDesc.attachments[0u].loadOp = AttachmentLoadOp::CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in CreateRenderPass() 50 rp.renderPassDesc.attachments[0u].storeOp = AttachmentStoreOp::CORE_ATTACHMENT_STORE_OP_STORE; in CreateRenderPass() 51 rp.renderPassDesc.renderArea = { 0, 0, desc.width, desc.height }; in CreateRenderPass() 53 rp.renderPassDesc.subpassCount = 1u; in CreateRenderPass() 121 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute() 146 const float fWidth = static_cast<float>(renderPass.renderPassDesc.renderArea.extentWidth); in Execute() 147 const float fHeight = static_cast<float>(renderPass.renderPassDesc.renderArea.extentHeight); in Execute()
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H A D | render_node_shader_passes_generic.cpp | 59 PipelineStateConstants::MAX_RENDER_PASS_ATTACHMENT_COUNT, renderPassInput.renderPassDesc.attachmentCount); in ConvertToLowLevelRenderPass() 60 rp.renderPassDesc.attachmentCount = attachmentCount; in ConvertToLowLevelRenderPass() 61 CloneData(rp.renderPassDesc.attachments, sizeof(rp.renderPassDesc.attachments), in ConvertToLowLevelRenderPass() 62 renderPassInput.renderPassDesc.attachments, sizeof(renderPassInput.renderPassDesc.attachments)); in ConvertToLowLevelRenderPass() 63 rp.renderPassDesc.renderArea = renderPassInput.renderPassDesc.renderArea; in ConvertToLowLevelRenderPass() 64 rp.renderPassDesc.subpassCount = renderPassInput.renderPassDesc in ConvertToLowLevelRenderPass() [all...] |
H A D | render_blur.cpp | 111 renderPass.renderPassDesc.attachmentCount = 1; in Execute() 112 renderPass.renderPassDesc.renderArea = { 0, 0, imageData_.size.x, imageData_.size.y }; in Execute() 113 renderPass.renderPassDesc.subpassCount = 1; in Execute() 114 renderPass.renderPassDesc.attachments[0].loadOp = CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in Execute() 115 renderPass.renderPassDesc.attachments[0].storeOp = CORE_ATTACHMENT_STORE_OP_STORE; in Execute() 116 renderPass.renderPassDesc.attachmentHandles[0] = imageData_.mipImage; in Execute() 213 renderPass.renderPassDesc.renderArea = { 0, 0, currWidth, currHeight }; in RenderData() 214 renderPass.renderPassDesc.attachments[0].mipLevel = renderPassMipLevel; in RenderData() 228 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderData() 327 di.renderPass.renderPassDesc, d in BlurPass() [all...] |
H A D | render_bloom.cpp | 321 renderPass.renderPassDesc.attachmentCount = 1; in GraphicsBloom() 322 renderPass.renderPassDesc.subpassCount = 1; in GraphicsBloom() 323 renderPass.renderPassDesc.attachments[0].loadOp = AttachmentLoadOp::CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in GraphicsBloom() 324 renderPass.renderPassDesc.attachments[0].storeOp = AttachmentStoreOp::CORE_ATTACHMENT_STORE_OP_STORE; in GraphicsBloom() 352 renderPass.renderPassDesc.attachmentHandles[0] = targets_.tex1[0].GetHandle(); in RenderDownscaleAndThreshold() 353 renderPass.renderPassDesc.renderArea = { 0, 0, targetSize.x, targetSize.y }; in RenderDownscaleAndThreshold() 354 cmdList.BeginRenderPass(renderPass.renderPassDesc, 0, renderPass.subpassDesc); in RenderDownscaleAndThreshold() 395 renderPass.renderPassDesc.attachmentHandles[0] = targets_.tex1[idx].GetHandle(); in RenderDownscale() 396 renderPass.renderPassDesc.renderArea = { 0, 0, targetSize.x, targetSize.y }; in RenderDownscale() 397 cmdList.BeginRenderPass(renderPass.renderPassDesc, in RenderDownscale() [all...] |
H A D | render_node_mip_chain_post_process.cpp | 297 RenderHandle imageHandle = renderPass.renderPassDesc.attachmentHandles[0]; in GetBaseRenderPass() 303 renderPass.renderPassDesc.attachmentCount = 1; in GetBaseRenderPass() 304 renderPass.renderPassDesc.subpassCount = 1; in GetBaseRenderPass() 305 renderPass.renderPassDesc.attachments[0].loadOp = CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in GetBaseRenderPass() 306 renderPass.renderPassDesc.attachments[0].storeOp = CORE_ATTACHMENT_STORE_OP_STORE; in GetBaseRenderPass() 307 renderPass.renderPassDesc.attachmentHandles[0] = imageHandle; in GetBaseRenderPass() 329 const RenderHandle imageHandle = renderPass.renderPassDesc.attachmentHandles[0]; in RenderGraphics() 337 renderPass.renderPassDesc.renderArea = { 0, 0, imageDesc.width, imageDesc.height }; in RenderGraphics() 360 renderPass.renderPassDesc.renderArea = { 0, 0, width, height }; in RenderGraphics() 361 renderPass.renderPassDesc in RenderGraphics() [all...] |
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/ |
H A D | render_command_list.cpp | 118 const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc> subpassDescs) in ValidateRenderPassAttachment() 120 const GpuImageDesc baseDesc = gpuResourceMgr.GetImageDescriptor(renderPassDesc.attachmentHandles[0]); in ValidateRenderPassAttachment() 124 for (uint32_t attachmentIdx = 1; attachmentIdx < renderPassDesc.attachmentCount; ++attachmentIdx) { in ValidateRenderPassAttachment() 125 const GpuImageDesc desc = gpuResourceMgr.GetImageDescriptor(renderPassDesc.attachmentHandles[attachmentIdx]); in ValidateRenderPassAttachment() 148 if (RenderHandleUtil::IsSwapchain(renderPassDesc.attachmentHandles[attachmentIdx]) && in ValidateRenderPassAttachment() 149 RenderHandleUtil::IsDepthImage(renderPassDesc.attachmentHandles[0])) { in ValidateRenderPassAttachment() 166 if ((renderPassDesc.renderArea.extentWidth == 0) || (renderPassDesc.renderArea.extentHeight == 0)) { in ValidateRenderPassAttachment() 169 renderPassDesc.renderArea.extentWidth, renderPassDesc in ValidateRenderPassAttachment() 117 ValidateRenderPassAttachment(const string_view nodeName, const GpuResourceManager& gpuResourceMgr, const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc> subpassDescs) ValidateRenderPassAttachment() argument 843 BeginRenderPass( const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc> subpassDescs) BeginRenderPass() argument 928 BeginRenderPass( const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIdx, const RenderPassSubpassDesc& subpassDesc) BeginRenderPass() argument 1906 ValidateRenderPass(const RenderPassDesc& renderPassDesc) ValidateRenderPass() argument [all...] |
H A D | render_node_post_process_util.cpp | 76 rp.renderPassDesc.attachmentCount = 1u; in CreateRenderPass() 77 rp.renderPassDesc.attachmentHandles[0u] = input; in CreateRenderPass() 78 rp.renderPassDesc.attachments[0u].loadOp = AttachmentLoadOp::CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in CreateRenderPass() 79 rp.renderPassDesc.attachments[0u].storeOp = AttachmentStoreOp::CORE_ATTACHMENT_STORE_OP_STORE; in CreateRenderPass() 80 rp.renderPassDesc.renderArea = { 0, 0, desc.width, desc.height }; in CreateRenderPass() 82 rp.renderPassDesc.subpassCount = 1u; in CreateRenderPass() 520 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteCombine() 558 const float fWidth = static_cast<float>(renderPass.renderPassDesc.renderArea.extentWidth); in ExecuteCombine() 559 const float fHeight = static_cast<float>(renderPass.renderPassDesc.renderArea.extentHeight); in ExecuteCombine() 579 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPas in ExecuteFXAA() [all...] |
H A D | render_node_util.cpp | 269 RenderPassDesc& rpDesc = rp.renderPassDesc; in CreateRenderPass() 276 rp.renderPassDesc.attachmentCount = attachmentCount; in CreateRenderPass() 339 static_cast<float>(renderPass.renderPassDesc.renderArea.extentWidth), in CreateDefaultViewport() 340 static_cast<float>(renderPass.renderPassDesc.renderArea.extentHeight), in CreateDefaultViewport() 351 renderPass.renderPassDesc.renderArea.extentWidth, in CreateDefaultScissor() 352 renderPass.renderPassDesc.renderArea.extentHeight, in CreateDefaultScissor()
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H A D | render_command_list.h | 242 RenderPassDesc renderPassDesc; member 517 void BeginRenderPass(const RenderPassDesc& renderPassDesc, 519 void BeginRenderPass(const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIdx, 616 void ValidateRenderPass(const RenderPassDesc& renderPassDesc);
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_copy_helper.cpp | 40 rp.renderPassDesc.attachmentCount = 1u; in CreateRenderPass() 41 rp.renderPassDesc.attachmentHandles[0u] = input; in CreateRenderPass() 42 rp.renderPassDesc.attachments[0u].loadOp = AttachmentLoadOp::CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in CreateRenderPass() 43 rp.renderPassDesc.attachments[0u].storeOp = AttachmentStoreOp::CORE_ATTACHMENT_STORE_OP_STORE; in CreateRenderPass() 44 rp.renderPassDesc.renderArea = { 0, 0, desc.width, desc.height }; in CreateRenderPass() 46 rp.renderPassDesc.subpassCount = 1u; in CreateRenderPass() 93 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute()
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H A D | render_node_default_shadows_blur.cpp | 152 renderPass.renderPassDesc.attachmentCount = 1u; in ProcessSingleShadow() 153 renderPass.renderPassDesc.renderArea = { 0, 0, tempImage.width, tempImage.height }; in ProcessSingleShadow() 154 renderPass.renderPassDesc.subpassCount = 1u; in ProcessSingleShadow() 155 renderPass.renderPassDesc.attachments[0].layer = drawIdx; in ProcessSingleShadow() 161 renderPass.renderPassDesc.attachments[0] = { 0, 0, AttachmentLoadOp::CORE_ATTACHMENT_LOAD_OP_DONT_CARE, in ProcessSingleShadow() 220 renderPass.renderPassDesc.attachmentHandles[0] = outputHandle; in RenderData() 225 renderPass.renderPassDesc.attachmentHandles[0] = inputHandle; in RenderData() 238 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderBlur()
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H A D | render_node_camera_cubemap.cpp | 226 renderPass.renderPassDesc.attachmentCount = 1U; in ExecuteSinglePostProcess() 227 renderPass.renderPassDesc.attachmentHandles[0U] = builtInVariables_.output; in ExecuteSinglePostProcess() 228 renderPass.renderPassDesc.attachments[0U].loadOp = CORE_ATTACHMENT_LOAD_OP_DONT_CARE; in ExecuteSinglePostProcess() 229 renderPass.renderPassDesc.attachments[0U].storeOp = CORE_ATTACHMENT_STORE_OP_STORE; in ExecuteSinglePostProcess() 230 renderPass.renderPassDesc.attachments[0U].layer = 0U; in ExecuteSinglePostProcess() 231 renderPass.renderPassDesc.renderArea = { 0U, 0U, currSize.x, currSize.y }; in ExecuteSinglePostProcess() 232 renderPass.renderPassDesc.subpassCount = 1U; in ExecuteSinglePostProcess() 237 if ((renderPass.renderPassDesc.attachmentCount == 0) || in ExecuteSinglePostProcess() 238 !RenderHandleUtil::IsValid(renderPass.renderPassDesc.attachmentHandles[0])) { in ExecuteSinglePostProcess() 271 renderPass.renderPassDesc in ExecuteSinglePostProcess() [all...] |
H A D | render_node_default_shadow_render_slot.cpp | 261 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame() 559 renderPass.renderPassDesc.renderArea = { 0, 0, buffers.width, buffers.height }; in CreateRenderPass() 560 renderPass.renderPassDesc.subpassCount = 1; in CreateRenderPass() 565 renderPass.renderPassDesc.attachmentCount = 1u; in CreateRenderPass() 566 renderPass.renderPassDesc.attachmentHandles[0] = buffers.depthHandle.GetHandle(); in CreateRenderPass() 567 renderPass.renderPassDesc.attachments[0] = { in CreateRenderPass() 580 renderPass.renderPassDesc.attachmentCount++; in CreateRenderPass() 581 renderPass.renderPassDesc.attachmentHandles[1] = buffers.vsmColorHandle.GetHandle(); in CreateRenderPass() 582 renderPass.renderPassDesc.attachments[1] = { in CreateRenderPass()
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H A D | render_node_default_material_deferred_shading.cpp | 162 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame() 212 const float fWidth = static_cast<float>(renderPass_.renderPassDesc.renderArea.extentWidth); in RenderData() 213 const float fHeight = static_cast<float>(renderPass_.renderPassDesc.renderArea.extentHeight); in RenderData() 264 const auto& renderPassDesc = renderPass_.renderPassDesc; in UpdateSet01() local 268 bindingIdx, renderPassDesc.attachmentHandles[subpassDesc.inputAttachmentIndices[bindingIdx]]); in UpdateSet01()
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H A D | render_node_camera_single_post_process.cpp | 304 if ((renderPass.renderPassDesc.attachmentCount == 0) || in ExecuteSinglePostProcess() 305 !RenderHandleUtil::IsValid(renderPass.renderPassDesc.attachmentHandles[0])) { in ExecuteSinglePostProcess() 342 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteSinglePostProcess() 358 const float fWidth = static_cast<float>(renderPass.renderPassDesc.renderArea.extentWidth); in ExecuteSinglePostProcess() 359 const float fHeight = static_cast<float>(renderPass.renderPassDesc.renderArea.extentHeight); in ExecuteSinglePostProcess()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/ |
H A D | render_graph.cpp | 75 for (uint32_t idx = 0; idx < beginRenderPass.renderPassDesc.attachmentCount; ++idx) { in DebugPrintCommandListCommand() 76 const RenderHandle handle = beginRenderPass.renderPassDesc.attachmentHandles[idx]; in DebugPrintCommandListCommand() 80 (uint32_t)beginRenderPass.renderPassDesc.subpassCount, beginRenderPass.subpassStartIndex); in DebugPrintCommandListCommand() 191 for (uint32_t idx = 0; idx < rc.renderPassDesc.attachmentCount; ++idx) { in DebugRenderPassLayoutPrint() 192 const auto handle = rc.renderPassDesc.attachmentHandles[idx]; in DebugRenderPassLayoutPrint() 224 const uint32_t attachmentCount = beginRenderPass.renderPassDesc.attachmentCount; in PatchRenderPassFinalLayout() 226 if (beginRenderPass.renderPassDesc.attachmentHandles[attachmentIdx].id == handle.id) { in PatchRenderPassFinalLayout() 244 const uint32_t attachmentCount = firstRenderPass->renderPassDesc.attachmentCount; in UpdateMultiRenderCommandListRenderPasses() 266 for (uint32_t idx = 0; idx < firstRenderPass->renderPassDesc.attachmentCount; ++idx) { in UpdateMultiRenderCommandListRenderPasses() 267 firstRenderPass->renderPassDesc in UpdateMultiRenderCommandListRenderPasses() 976 BeginRenderPassUpdateSubpassImageStates(array_view<const uint32_t> attatchmentIndices, const RenderPassDesc& renderPassDesc, const RenderPassAttachmentResourceStates& subpassResourceStatesRef, array_view<ImageLayout> finalImageLayouts, StateCache& stateCache) BeginRenderPassUpdateSubpassImageStates() argument [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/ |
H A D | render_node_scene_util.cpp | 108 RenderPassDesc& renderPassDesc = renderPass.renderPassDesc; in UpdateCustomCameraTargets() local 111 renderPassDesc.attachmentHandles[subpassDesc.depthAttachmentIndex] = camera.depthTarget.GetHandle(); in UpdateCustomCameraTargets() 114 renderPassDesc.attachmentHandles[subpassDesc.colorAttachmentIndices[0]] = in UpdateCustomCameraTargets() 127 auto& attRef = renderPass.renderPassDesc.attachments[subpassDesc.depthAttachmentIndex]; in UpdateCustomCameraLoadStore() 139 auto& attRef = renderPass.renderPassDesc.attachments[subpassDesc.colorAttachmentIndices[idx]]; in UpdateCustomCameraLoadStore() 222 renderPass.renderPassDesc.renderArea = { 0, 0, camera.renderResolution.x, camera.renderResolution.y }; in UpdateRenderPassFromCamera() 227 UpdateRenderArea(camera.scissor, renderPass.renderPassDesc.renderArea); in UpdateRenderPassFromCamera() 234 renderPass.renderPassDesc.renderArea = { 0, 0, camera.renderResolution.x, camera.renderResolution.y }; in UpdateRenderPassFromCustomCamera() 240 UpdateRenderArea(camera.scissor, renderPass.renderPassDesc in UpdateRenderPassFromCustomCamera() [all...] |
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/ |
H A D | pipeline_state_object_gles.h | 41 RenderPassDesc renderPassDesc; member 53 const BASE_NS::array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc,
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H A D | node_context_pool_manager_gles.cpp | 63 const auto& renderPassDesc = beginRenderPass.renderPassDesc; in UpdateBindImages() local 64 for (uint32_t idx = 0; idx < renderPassDesc.attachmentCount; ++idx) { in UpdateBindImages() 65 images[idx].layer = renderPassDesc.attachments[idx].layer; in UpdateBindImages() 66 images[idx].mipLevel = renderPassDesc.attachments[idx].mipLevel; in UpdateBindImages() 67 images[idx].image = gpuResourceMgr_.GetImage<GpuImageGLES>(renderPassDesc.attachmentHandles[idx]); in UpdateBindImages() 73 const auto& renderPassDesc = beginRenderPass.renderPassDesc; in HashRPD() local 77 for (uint32_t idx = 0; idx < renderPassDesc.attachmentCount; ++idx) { in HashRPD() 78 HashCombine(rpHash, renderPassDesc in HashRPD() [all...] |
H A D | pipeline_state_object_gles.cpp | 155 const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, in GraphicsPipelineStateObjectGLES() 169 plat_.renderPassDesc = renderPassDesc; 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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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/ |
H A D | intf_render_command_list.h | 131 * @param renderPassDesc Render pass descriptor 135 const RenderPassDesc& renderPassDesc, const BASE_NS::array_view<const RenderPassSubpassDesc> subpassDescs) = 0; 140 * Subpasses are patched to this render pass from other render command lists, if renderPassDesc.subpassCount > 1. 142 * @param renderPassDesc Render pass descriptor 146 virtual void BeginRenderPass(const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIndex,
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