/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/ |
H A D | intf_shader_manager.h | 101 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 [all...] |
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/ |
H A D | shader_manager.cpp | 222 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 [all...] |
H A D | shader_manager.h | 53 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 [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/ |
H A D | render_data_store_default_material.cpp | 485 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() [all...] |
H A D | render_data_store_default_material.h | 107 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;
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_depth_render_slot.cpp | 109 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() [all...] |
H A D | render_node_default_shadow_render_slot.cpp | 178 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() [all...] |
H A D | render_node_default_material_render_slot.cpp | 225 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() [all...] |
H A D | render_node_default_shadow_render_slot.h | 130 uint32_t renderSlotId { 0u }; 141 uint32_t renderSlotId { ~0u };
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H A D | render_node_default_material_deferred_shading.h | 120 uint32_t renderSlotId { 0u };
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H A D | render_node_default_depth_render_slot.h | 102 uint32_t renderSlotId { 0u };
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H A D | render_node_default_material_render_slot.h | 127 uint32_t renderSlotId { 0u };
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H A D | render_node_default_material_deferred_shading.cpp | 566 jsonInputs_.renderSlotId = renderNodeContextMgr_->GetShaderManager().GetRenderSlotId(renderSlot); in ParseRenderNodeInputs()
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/ |
H A D | intf_render_data_store_default_material.h | 432 * @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;
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/util/ |
H A D | scene_util.cpp | 608 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()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/ |
H A D | shader_loader.cpp | 488 const uint32_t renderSlotId = shaderMgr_.GetRenderSlotId(variant.renderSlot); in CreateShaderStates() local 489 shaderMgr_.SetRenderSlotData(renderSlotId, {}, handle); in CreateShaderStates()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/systems/ |
H A D | render_system.cpp | 144 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in FillShaderData() local 145 const IShaderManager::RenderSlotData rsd = shaderMgr.GetRenderSlotData(renderSlotId); in FillShaderData()
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