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Searched defs:sd (Results 1 - 8 of 8) sorted by relevance

/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/common/
H A Dinplace_lighting_common.h29 vec3 CalculateLightInplace(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingDataInplace sd, in CalculateLightInplace() argument
82 CalculateLightingInplace(ShadingDataInplace sd, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv) CalculateLightingInplace() argument
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/foundation/graphic/graphic_3d/lume/LumeRender/src/util/
H A Drender_frame_util.cpp216 SignalData sd = ref; in ProcessFrameSignalData() local
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Ddevice.cpp797 SwapchainData sd; in GetSwapchainData() local
/foundation/communication/dhcp/services/dhcp_server/src/
H A Ddhcp_function.cpp231 int sd = 0; in GetLocalMac() local
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_shadow_render_slot.cpp305 ScissorDesc sd = currentScene_.scissorDesc; in RenderSubmeshes() local
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/shaders/common/
H A D3d_dm_lighting_common.h292 vec3 CalculateLight(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, in CalculateLight() argument
270 CalculateLight( uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, const uint materialFlags) CalculateLight() argument
337 CalculateLighting(ShadingData sd, const uint materialFlags) CalculateLighting() argument
428 CalculateLighting( ShadingData sd, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) CalculateLighting() argument
520 CalculateLight(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, AnisotropicShadingVariables asv, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) CalculateLight() argument
572 CalculateLighting(ShadingData sd, AnisotropicShadingVariables asv, ClearcoatShadingVariables ccsv, SheenShadingVariables ssv, const uint materialFlags) CalculateLighting() argument
665 CalculateLight(uint currLightIdx, vec3 materialDiffuseBRDF, vec3 L, float NoL, ShadingData sd, SubsurfaceScatterShadingVariables ssssv, const uint materialFlags) CalculateLight() argument
697 CalculateLighting(ShadingData sd, SubsurfaceScatterShadingVariables sssv, const uint materialFlags) CalculateLighting() argument
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/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_command_list.cpp204 void ValidateScissor(const string_view nodeName, const ScissorDesc& sd) in ValidateScissor() argument
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp2271 const ScissorDesc& sd = renderCmd.scissorDesc; in RenderCommandDynamicStateScissor() local
2481 const auto& sd = static_cast<const GpuShaderProgramPlatformDataGL&>(shader->GetPlatformData()); in BindResources() local
2510 const auto& sd in BindResources() local
3054 SetScissor(const RenderPassDesc::RenderArea& ra, const ScissorDesc& sd) SetScissor() argument
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