/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/ |
H A D | node_context_descriptor_set_manager.cpp | 142 const uint32_t maxCount = static_cast<uint32_t>(Math::min(src.samplers.size(), dst.samplers.size())); 143 dst.samplers.clear(); 144 dst.samplers.insert(dst.samplers.end(), src.samplers.begin(), src.samplers.begin() + maxCount); 147 auto& dstRef = dst.samplers[idx]; 389 // samplers don't have state and dynamic resources, but we check for immutable samplers [all...] |
H A D | render_node_util.cpp | 128 setHandles(gpuResourceMgr, rngShareMgr, RenderHandleType::GPU_SAMPLER, resources.samplers, res.samplers); in SetupRenderNodeResourceHandles() 129 // loops through samplers for possible combined image sampler (this method is usually only called in in SetupRenderNodeResourceHandles() 131 // If found, moves the sampler handle from res.samplers to res.images.secondHandle in SetupRenderNodeResourceHandles() 132 setImageHandles(gpuResourceMgr, rngShareMgr, res.samplers, resources.images, res.images); in SetupRenderNodeResourceHandles() 232 for (const auto& ref : resources.samplers) { in BindResourcesToBinder() 425 changeable = changeable || HasChangingResources(resources.samplers); in HasChangeableResources()
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H A D | node_context_descriptor_set_manager.h | 112 BASE_NS::vector<SamplerDescriptor> samplers; member
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H A D | render_node_parser_util.cpp | 417 ParseArray<decltype(resources.samplers)::value_type>(*res, "samplers", resources.samplers, result); in ParseResources()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/device/ |
H A D | shader_pipeline_binder.cpp | 218 descSetRes.samplers.resize(descSetBindingRes.samplers.size()); in ShaderPipelineBinder() 238 descSetRes.bindings[idx].arrayoffset = descSetBindingRes.samplers[ref.resourceIndex].arrayOffset; in ShaderPipelineBinder() 307 ClearResourcesBindings(descRef.samplers); in ClearBindings() 327 checkValidity(ref.samplers, valid); in GetBindingValidity() 508 if (resIdx < setResources.samplers.size()) { in BindSampler() 510 setResources.samplers[resIdx] = resource; in BindSampler() 537 if (resIdx < setResources.samplers.size()) { in BindSamplers() 539 setResources.samplers[resIdx] = resources[0U]; in BindSamplers() 624 (resBinding.resIdx < setResources.samplers in GetResourceBinding() [all...] |
H A D | shader_pipeline_binder.h | 153 BASE_NS::vector<BindableSamplerWithHandleReference> samplers; member
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/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/ |
H A D | node_context_descriptor_set_manager_gles.cpp | 89 newSet.samplers.resize(samplerCount); in CreateDescriptorSet() 139 newSet.samplers.resize(samplerCount); in CreateOneFrameDescriptorSet()
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H A D | shader_module_gles.cpp | 54 vector<Bind> samplers; in CollectRes() local 61 samplers.push_back({ static_cast<uint8_t>(set.set), static_cast<uint8_t>(binding.binding) }); in CollectRes() 97 for (const auto& sBinding : samplers) { in CollectRes()
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H A D | gpu_program_gles.cpp | 38 // 16 samplers and 16 textures = 256 combinations 39 // this is actually not enugh. since there can be 32 sampled images (16 in vertex and 16 in fragment) + 32 samplers (16 273 // Process combined samplers (actual sampler2D etc. allocates binds from combinedSamplers.finalBind).. 276 // Process combined samplers (create map from image / sampler binds to single combined texture).. 396 vector<Binder> samplers; 471 samplers.push_back(move(tmp)); 478 // add samplers first. helps with oes. 479 bindinfos.reserve(samplers.size() + others.size()); 480 for (auto& s : samplers) { 669 // create a union of the "new" combined samplers (create [all...] |
H A D | render_backend_gles.cpp | 2049 const auto& samplers = data.samplers; in ProcessBindings() local 2063 return data.samplers[res.resourceIndex].arrayOffset; in ProcessBindings() 2074 const auto& bRes = samplers[resIdx]; in ProcessBindings()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_node_mip_chain_post_process.cpp | 517 if (!inputResources_.samplers.empty()) { in ParseRenderNodeInputs() 518 if (auto pos = std::find_if(inputResources_.samplers.cbegin(), inputResources_.samplers.cend(), in ParseRenderNodeInputs() 524 pos != inputResources_.samplers.cend()) { in ParseRenderNodeInputs()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/ |
H A D | gltf2_exporter.cpp | 407 vector<unique_ptr<Sampler>> const& samplers, vector<unique_ptr<Image>> const& image) const in GenerateGltfTextures() 413 if (samplerImage.first < samplers.size()) { in GenerateGltfTextures() 414 exportTexture->sampler = samplers[samplerImage.first].get(); in GenerateGltfTextures() 818 // Remove all samplers missing input or output. in CleanupAnimation() 819 exportAnimation.samplers.erase( in CleanupAnimation() 820 std::find_if(exportAnimation.samplers.begin(), exportAnimation.samplers.end(), in CleanupAnimation() 822 exportAnimation.samplers.end()); in CleanupAnimation() 852 // animation.samplers can be shared between channels. Identify samplers b in ExportGltfAnimations() 406 GenerateGltfTextures( vector<unique_ptr<Sampler>> const& samplers, vector<unique_ptr<Image>> const& image) const GenerateGltfTextures() argument [all...] |
H A D | data.h | 54 BASE_NS::vector<BASE_NS::unique_ptr<GLTF2::Sampler>> samplers; member
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H A D | gltf2_importer.cpp | 1183 const size_t index = FindIndex(data.samplers, texture.sampler); in ResolveSampler() 1185 return importResult.data.samplers[index]; in ResolveSampler() 2597 result_.data.samplers.clear(); 2638 result_.data.samplers.clear(); 3031 for (size_t i = 0; i < data_->samplers.size(); ++i) { 3036 auto const& sampler = data_->samplers[i]; 3053 result_.data.samplers.push_back(move(entity)); 3537 result_.data.samplers = result.data.samplers; 3573 result_.data.samplers [all...] |
H A D | gltf2_loader.cpp | 839 if (samplerIndex < loadResult.data->samplers.size()) { 840 sampler = loadResult.data->samplers[samplerIndex].get(); 1002 loadResult.data->samplers.push_back(move(sampler)); 2449 animation.samplers.push_back(move(sampler)); 2454 if (!ForEachInArray(loadResult, jsonData, "samplers", parseSamplers)) { 2471 if (sampler != GLTF_INVALID_INDEX && sampler < animation.samplers.size()) { 2472 animationTrack.sampler = animation.samplers[sampler].get(); 2536 if (!animation->tracks.empty() && !animation->samplers.empty()) { 2707 if (!ForEachObjectInArray(loadResult, jsonData, "samplers", ParseSampler)) {
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H A D | gltf2_data_structures.h | 749 BASE_NS::vector<BASE_NS::unique_ptr<AnimationSampler>> samplers; member
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/ |
H A D | pipeline_layout_desc.h | 192 BASE_NS::array_view<const SamplerDescriptor> samplers; member
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/ |
H A D | render_data_structures.h | 252 BASE_NS::vector<RenderNodeResource> samplers; member 379 BASE_NS::vector<Resource> samplers; member
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/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/ |
H A D | node_context_descriptor_set_manager_vk.cpp | 413 newSet.samplers.resize(descSetData.descriptorCounts.samplerCount); in CreateDescriptorSet() 457 newSet.samplers.resize(descSetData.descriptorCounts.samplerCount); in CreateOneFrameDescriptorSet() 498 // normal hw buffers do not need any rebindings or immutable samplers in CreateGpuDescriptorSet() 513 const auto& samRef = cpuDescriptorSet.samplers[cpuBinding.resourceIndex]; in CreateGpuDescriptorSet() 744 lowLevelDescriptorWriteData_.samplerBindingCount += static_cast<uint32_t>(bindingResources.samplers.size()); in UpdateCpuDescriptorSetPlatform()
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H A D | render_backend_vk.cpp | 1943 const auto& samplers = bindingResources.samplers; 2075 for (const auto& ref : samplers) { 2082 PLUGIN_ASSERT((arrayOffset + descriptorCount - 1) <= samplers.size()); 2085 const BindableSampler& bRes = (idx == 0) ? ref.resource : samplers[arrayOffset + idx - 1].resource;
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/gltf/ |
H A D | gltf.h | 121 /** Imported samplers. */ 122 BASE_NS::vector<CORE_NS::EntityReference> samplers; member
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/loaders/ |
H A D | intf_scene_loader.h | 59 /** Imported samplers. */ 60 BASE_NS::vector<CORE_NS::EntityReference> samplers; member
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/ |
H A D | intf_render_data_store_default_material.h | 143 RENDER_NS::RenderHandleReference samplers[MATERIAL_TEXTURE_COUNT]; member
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_camera_single_post_process.cpp | 476 for (const auto& ref : bindings.samplers) { in BindDefaultResources()
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H A D | render_node_default_material_deferred_shading.cpp | 248 // use immutable samplers for all set 0 samplers in UpdateSet01() 478 valid = valid && CheckBindingValidity(BUILT_IN_SETS_COUNT, inputResources_.samplers); in CreateDescriptorSets()
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