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

/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/
H A Drender_node_dotfield_render.cpp69 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in InitNode()
114 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
137 const ViewportDesc viewportDesc = renderNodeContextMgr.GetRenderNodeUtil().CreateDefaultViewport(renderPass_); in RenderData()
140 const ScissorDesc scissorDesc = renderNodeContextMgr.GetRenderNodeUtil().CreateDefaultScissor(renderPass_); in RenderData()
H A Drender_node_dotfield_render.h79 RENDER_NS::RenderPass renderPass_; member in Dotfield::final
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_node_back_buffer.cpp80 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in InitNode()
118 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
190 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in UpdateColorAttachmentSize()
H A Drender_node_back_buffer.h77 RenderPass renderPass_; member in final
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_material_deferred_shading.cpp121 renderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in InitNode()
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()
265 const auto& subpassDesc = renderPass_.subpassDesc; in UpdateSet01()
306 renderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in UpdateCurrentScene()
333 RenderNodeSceneUtil::UpdateRenderPassFromCustomCamera(currentScene_.camera, isNamedCamera, renderPass_); in UpdateCurrentScene()
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H A Drender_node_default_env.cpp163 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
317 renderPass_ = rngRenderPass_; in UpdateCurrentScene()
340 RenderNodeSceneUtil::UpdateRenderPassFromCustomCamera(currentScene_.camera, isNamedCamera, renderPass_); in UpdateCurrentScene()
342 RenderNodeSceneUtil::UpdateRenderPassFromCamera(currentScene_.camera, renderPass_); in UpdateCurrentScene()
355 ResetRenderSlotData(renderPass_.subpassDesc.viewMask > 1U); in UpdateCurrentScene()
H A Drender_node_default_depth_render_slot.cpp138 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
302 renderPass_ = rngRenderPass_; in UpdateCurrentScene()
325 RenderNodeSceneUtil::UpdateRenderPassFromCustomCamera(currentScene_.camera, isNamedCamera, renderPass_); in UpdateCurrentScene()
327 RenderNodeSceneUtil::UpdateRenderPassFromCamera(currentScene_.camera, renderPass_); in UpdateCurrentScene()
H A Drender_node_default_shadow_render_slot.cpp260 renderPass_ = CreateRenderPass(shadowBuffers_); in ExecuteFrame()
261 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
425 currentScene_.viewportDesc = renderNodeUtil.CreateDefaultViewport(renderPass_); in CreateDefaultShaderData()
426 currentScene_.scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass_); in CreateDefaultShaderData()
H A Drender_node_default_material_render_slot.cpp257 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
597 renderPass_ = rngRenderPass_; in UpdateCurrentScene()
628 RenderNodeSceneUtil::UpdateRenderPassFromCustomCamera(currentScene_.camera, isNamedCamera, renderPass_); in UpdateCurrentScene()
630 RenderNodeSceneUtil::UpdateRenderPassFromCamera(currentScene_.camera, renderPass_); in UpdateCurrentScene()
646 if (renderPass_.subpassDesc.viewMask > 1U) { in UpdateCurrentScene()
H A Drender_node_default_env.h126 RENDER_NS::RenderPass renderPass_; member in final
H A Drender_node_default_material_deferred_shading.h175 RENDER_NS::RenderPass renderPass_; member in final
H A Drender_node_default_depth_render_slot.h178 RENDER_NS::RenderPass renderPass_; member in final
H A Drender_node_default_shadow_render_slot.h178 RENDER_NS::RenderPass renderPass_; member in final
H A Drender_node_default_material_render_slot.h246 RENDER_NS::RenderPass renderPass_; member in final

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