/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/ |
H A D | render_node_dotfield_render.cpp | 69 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()
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H A D | render_node_dotfield_render.h | 79 RENDER_NS::RenderPass renderPass_; member in Dotfield::final
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/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_node_back_buffer.cpp | 80 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in InitNode() 118 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame() 190 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in UpdateColorAttachmentSize()
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H A D | render_node_back_buffer.h | 77 RenderPass renderPass_; member in final
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_material_deferred_shading.cpp | 121 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() [all...] |
H A D | render_node_default_env.cpp | 163 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()
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H A D | render_node_default_depth_render_slot.cpp | 138 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()
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H A D | render_node_default_shadow_render_slot.cpp | 260 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()
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H A D | render_node_default_material_render_slot.cpp | 257 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()
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H A D | render_node_default_env.h | 126 RENDER_NS::RenderPass renderPass_; member in final
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H A D | render_node_default_material_deferred_shading.h | 175 RENDER_NS::RenderPass renderPass_; member in final
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H A D | render_node_default_depth_render_slot.h | 178 RENDER_NS::RenderPass renderPass_; member in final
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H A D | render_node_default_shadow_render_slot.h | 178 RENDER_NS::RenderPass renderPass_; member in final
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H A D | render_node_default_material_render_slot.h | 246 RENDER_NS::RenderPass renderPass_; member in final
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