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Searched refs:renderSlotId (Results 1 - 17 of 17) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dintf_shader_manager.h101 uint32_t renderSlotId { ~0u };
118 uint32_t renderSlotId { ~0u };
171 uint32_t renderSlotId { ~0u };
261 * @param renderSlotId Render slot id.
265 virtual void SetRenderSlotData(const uint32_t renderSlotId, const RenderHandleReference& shaderHandle,
284 * @param renderSlotId Render slot id.
288 const RenderHandleReference& handle, const uint32_t renderSlotId) const = 0;
291 * @param renderSlotId Id of render slot
294 virtual BASE_NS::vector<RenderHandleReference> GetShaders(const uint32_t renderSlotId) const = 0;
311 * @param renderSlotId Rende
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/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.cpp222 const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandleReference>& shaders) in GetShadersBySlot()
225 if (ref.renderSlotId == renderSlotId) { in GetShadersBySlot()
231 inline void GetShadersBySlot(const uint32_t renderSlotId, const ShaderManager::GraphicsMappings& mappings, in GetShadersBySlot() argument
235 if (ref.renderSlotId == renderSlotId) { in GetShadersBySlot()
242 const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandle>& shaders) in GetShadersBySlot()
245 if (ref.renderSlotId == renderSlotId) { in GetShadersBySlot()
252 const uint32_t renderSlotId, cons in GetShadersBySlot()
221 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandleReference>& shaders) GetShadersBySlot() argument
241 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandle>& shaders) GetShadersBySlot() argument
251 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::GraphicsMappings& mappings, vector<RenderHandle>& shaders) GetShadersBySlot() argument
261 GetGraphicsStatesBySlot( const uint32_t renderSlotId, const ShaderManager::GraphicsStateData& gsd, vector<RenderHandleReference>& states) GetGraphicsStatesBySlot() argument
273 GetGraphicsStatesBySlot( const uint32_t renderSlotId, const ShaderManager::GraphicsStateData& gsd, vector<RenderHandle>& states) GetGraphicsStatesBySlot() argument
293 HashHandleAndSlot(const RenderHandle& handle, const uint32_t renderSlotId) HashHandleAndSlot() argument
366 const uint32_t renderSlotId = static_cast<uint32_t>(renderSlotIds_.data.size()); CreateRenderSlotId() local
397 SetRenderSlotData( const uint32_t renderSlotId, const RenderHandleReference& shaderHandle, const RenderHandleReference& stateHandle) SetRenderSlotData() argument
936 const uint32_t renderSlotId = CreateRenderSlotId(variantCreateInfo.renderSlot); CreateGraphicsState() local
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H A Dshader_manager.h53 uint32_t renderSlotId { INVALID_SM_INDEX };
64 uint32_t renderSlotId { INVALID_SM_INDEX };
155 void SetRenderSlotData(const uint32_t renderSlotId, const RenderHandleReference& shaderHandle,
164 const RenderHandleReference& handle, const uint32_t renderSlotId) const override;
165 RenderHandleReference GetShaderHandle(const RenderHandle& handle, const uint32_t renderSlotId) const;
166 BASE_NS::vector<RenderHandleReference> GetShaders(const uint32_t renderSlotId) const override;
167 BASE_NS::vector<RenderHandle> GetShaderRawHandles(const uint32_t renderSlotId) const;
173 const RenderHandleReference& handle, const uint32_t renderSlotId) const override;
174 RenderHandleReference GetGraphicsStateHandle(const RenderHandle& handle, const uint32_t renderSlotId) const;
181 BASE_NS::vector<RenderHandleReference> GetGraphicsStates(const uint32_t renderSlotId) cons
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_material.cpp485 uint32_t renderSlotId = matData.customRenderSlotId; in AddSubmesh() local
486 if ((renderSlotId == INVALID_RENDER_SLOT_ID) && renderSlotData[0].graphicsState) { in AddSubmesh()
487 renderSlotId = shaderMgr_.GetRenderSlotId(renderSlotData[0u].graphicsState); in AddSubmesh()
489 if ((renderSlotId == INVALID_RENDER_SLOT_ID) && renderSlotData[0].shader) { in AddSubmesh()
490 renderSlotId = shaderMgr_.GetRenderSlotId(renderSlotData[0u].shader); in AddSubmesh()
493 if (renderSlotId == INVALID_RENDER_SLOT_ID) { in AddSubmesh()
494 renderSlotId = materialRenderSlots_.defaultOpaqueRenderSlot; in AddSubmesh()
496 renderSlotData[renderSlotCount].renderSlotId = renderSlotId; in AddSubmesh()
500 renderSlotData[renderSlotCount].renderSlotId in AddSubmesh()
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H A Drender_data_store_default_material.h107 BASE_NS::array_view<const uint32_t> GetSlotSubmeshIndices(const uint32_t renderSlotId) const override;
109 const uint32_t renderSlotId) const override;
110 RenderDataDefaultMaterial::ObjectCounts GetSlotObjectCounts(const uint32_t renderSlotId) const override;
150 uint32_t GetRenderSlotIdFromMasks(const uint32_t renderSlotId) const;
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_depth_render_slot.cpp109 const auto dsOc = dataStoreMaterial->GetSlotObjectCounts(jsonInputs_.renderSlotId); in PreExecuteFrame()
563 const IRenderNodeSceneUtil::RenderSlotInfo rsi { jsonInputs_.renderSlotId, jsonInputs_.sortType, in ProcessSlotSubmeshes()
598 jsonInputs_.renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in ParseRenderNodeInputs()
599 jsonInputs_.shaderRenderSlotId = jsonInputs_.renderSlotId; in ParseRenderNodeInputs()
600 jsonInputs_.stateRenderSlotId = jsonInputs_.renderSlotId; in ParseRenderNodeInputs()
603 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs() local
604 if (renderSlotId != ~0U) { in ParseRenderNodeInputs()
605 jsonInputs_.shaderRenderSlotId = renderSlotId; in ParseRenderNodeInputs()
611 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs() local
612 jsonInputs_.stateRenderSlotId = (renderSlotId ! in ParseRenderNodeInputs()
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H A Drender_node_default_shadow_render_slot.cpp178 const auto dsOc = dataStoreMaterial->GetSlotObjectCounts(jsonInputs_.renderSlotId); in PreExecuteFrame()
436 const IShaderManager::RenderSlotData rsd = shaderMgr.GetRenderSlotData(jsonInputs_.renderSlotId); in CreateDefaultShaderData()
467 const RenderHandle slotShader = shaderMgr.GetShaderHandle(ssd.shader, currentScene_.renderSlotId); in CreateNewPso()
474 if (shaderMgr.GetRenderSlotId(gfxStateHandle) == currentScene_.renderSlotId) { in CreateNewPso()
482 const RenderHandle slotState = shaderMgr.GetGraphicsStateHandle(ssd.gfxState, currentScene_.renderSlotId); in CreateNewPso()
650 currentScene_.renderSlotId = in UpdateCurrentScene()
653 : jsonInputs_.renderSlotId; in UpdateCurrentScene()
696 const IRenderNodeSceneUtil::RenderSlotInfo rsi { currentScene_.renderSlotId, jsonInputs_.sortType, in ProcessSlotSubmeshes()
714 jsonInputs_.renderSlotId = in ParseRenderNodeInputs()
719 jsonInputs_.renderSlotVsmId = jsonInputs_.renderSlotId; in ParseRenderNodeInputs()
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H A Drender_node_default_material_render_slot.cpp225 const auto dsOc = dataStoreMaterial->GetSlotObjectCounts(jsonInputs_.renderSlotId); in PreExecuteFrame()
885 const IRenderNodeSceneUtil::RenderSlotInfo rsi { jsonInputs_.renderSlotId, jsonInputs_.sortType, in ProcessSlotSubmeshes()
929 jsonInputs_.renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in ParseRenderNodeInputs()
930 jsonInputs_.shaderRenderSlotId = jsonInputs_.renderSlotId; in ParseRenderNodeInputs()
931 jsonInputs_.stateRenderSlotId = jsonInputs_.renderSlotId; in ParseRenderNodeInputs()
934 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs() local
935 if (renderSlotId != ~0U) { in ParseRenderNodeInputs()
936 jsonInputs_.shaderRenderSlotId = renderSlotId; in ParseRenderNodeInputs()
944 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs() local
945 jsonInputs_.stateRenderSlotId = (renderSlotId ! in ParseRenderNodeInputs()
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H A Drender_node_default_shadow_render_slot.h130 uint32_t renderSlotId { 0u };
141 uint32_t renderSlotId { ~0u };
H A Drender_node_default_material_deferred_shading.h120 uint32_t renderSlotId { 0u };
H A Drender_node_default_depth_render_slot.h102 uint32_t renderSlotId { 0u };
H A Drender_node_default_material_render_slot.h127 uint32_t renderSlotId { 0u };
H A Drender_node_default_material_deferred_shading.cpp566 jsonInputs_.renderSlotId = renderNodeContextMgr_->GetShaderManager().GetRenderSlotId(renderSlot); in ParseRenderNodeInputs()
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/
H A Dintf_render_data_store_default_material.h432 * @param renderSlotId Index
434 virtual BASE_NS::array_view<const uint32_t> GetSlotSubmeshIndices(const uint32_t renderSlotId) const = 0;
437 * @param renderSlotId Index
440 const uint32_t renderSlotId) const = 0;
443 * @param renderSlotId Index
445 virtual RenderDataDefaultMaterial::ObjectCounts GetSlotObjectCounts(const uint32_t renderSlotId) const = 0;
/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/
H A Dscene_util.cpp608 const uint32_t renderSlotId = in GetDefaultMaterialShaderData() local
613 const IShaderManager::RenderSlotData rsd = shaderMgr.GetRenderSlotData(renderSlotId); in GetDefaultMaterialShaderData()
625 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_DEPTH); in GetDefaultMaterialShaderData() local
626 const IShaderManager::RenderSlotData rsd = shaderMgr.GetRenderSlotData(renderSlotId); in GetDefaultMaterialShaderData()
647 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in GetDefaultMaterialShaderData() local
648 if (renderSlotId != ~0u) { in GetDefaultMaterialShaderData()
649 const IShaderManager::RenderSlotData rsd = shaderMgr.GetRenderSlotData(renderSlotId); in GetDefaultMaterialShaderData()
/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/
H A Dshader_loader.cpp488 const uint32_t renderSlotId = shaderMgr_.GetRenderSlotId(variant.renderSlot); in CreateShaderStates() local
489 shaderMgr_.SetRenderSlotData(renderSlotId, {}, handle); in CreateShaderStates()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/
H A Drender_system.cpp144 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in FillShaderData() local
145 const IShaderManager::RenderSlotData rsd = shaderMgr.GetRenderSlotData(renderSlotId); in FillShaderData()

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