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/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dplatform_hardware_buffer_util_vk.cpp22 #include <render/namespace.h>
H A Dpipeline_state_object_vk.cpp24 #include <render/device/pipeline_layout_desc.h>
25 #include <render/device/pipeline_state_desc.h>
26 #include <render/namespace.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/util/
H A Dintf_mesh_util.h22 #include <render/resource_handle.h>
/foundation/graphic/graphic_3d/lume/LumeEcsSerializer/EcsSerializer/include/ecs_serializer/
H A Dintf_ecs_serializer.h28 #include <render/resource_handle.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/
H A Dmesh_component.h26 #include <render/device/gpu_resource_desc.h>
85 /** Default render sort layer id */
142 /** Render sort layer. Within a render slot a layer can define a sort layer order.
145 * 1. Typical use case is to set render sort layer to objects which render with depth test without depth write.
146 * 2. Typical use case is to always render character and/or camera object first to cull large parts of the view.
149 /** Sort layer used sorting submeshes in rendering in render slots. Valid ID values 0 - 63. */
/foundation/graphic/graphic_3d/lume/LumeRender/src/util/
H A Drender_frame_util.h22 #include <render/util/intf_render_frame_util.h>
H A Dstring_util.h26 #include <render/namespace.h>
H A Djson_util.h27 #include <render/namespace.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/src/
H A Dgraphics_context.h27 #include <render/resource_handle.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/
H A Dgltf2.h21 #include <render/namespace.h>
/foundation/multimedia/av_codec/interfaces/inner_api/native/
H A Davcodec_video_decoder.h101 * @brief Sets the surface on which to render the output of this decoder.
171 virtual int32_t ReleaseOutputBuffer(uint32_t index, bool render) = 0;
174 * @brief Return the processed output buffer with render timestamp to the decoder, and notify the decoder to finish
H A Dvideo_decoder_adapter.h55 int32_t ReleaseOutputBuffer(uint32_t index, bool render);
/foundation/multimedia/av_codec/services/include/
H A Di_codec_service.h56 virtual int32_t ReleaseOutputBuffer(uint32_t index, bool render = false) = 0;
/foundation/graphic/graphic_3d/lume/LumeFont/api/
H A Dintf_font.h26 #include <render/resource_handle.h>
/foundation/multimedia/av_codec/services/services/codec/ipc/
H A Dcodec_service_proxy.h48 int32_t ReleaseOutputBuffer(uint32_t index, bool render) override;
H A Dcodec_service_stub.cpp360 int32_t CodecServiceStub::ReleaseOutputBuffer(uint32_t index, bool render) in ReleaseOutputBuffer() argument
364 return codecServer_->ReleaseOutputBuffer(index, render); in ReleaseOutputBuffer()
583 bool render = data.ReadBool(); in ReleaseOutputBuffer() local
585 bool ret = reply.WriteInt32(ReleaseOutputBuffer(index, render)); in ReleaseOutputBuffer()
/test/testfwk/xdevice/plugins/devicetest/report/
H A Dgeneration.py81 to_file : str, render to file
82 template: str, render template
97 html_f.write(template.render(kwargs))
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Dpipeline_descriptor_set_binder.cpp21 #include <render/device/pipeline_layout_desc.h>
22 #include <render/device/pipeline_state_desc.h>
23 #include <render/namespace.h>
24 #include <render/nodecontext/intf_pipeline_descriptor_set_binder.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_material.cpp21 #include <3d/render/intf_render_data_store_default_material.h>
25 #include <render/device/intf_shader_manager.h>
26 #include <render/intf_render_context.h>
27 #include <render/resource_handle.h>
139 CORE_ASSERT_MSG(data, "render data store default material allocation : out of memory"); in AllocateMatrixMemory()
478 // default support for 3 render slots in AddSubmesh()
492 // if all fails, render as opaque in AddSubmesh()
555 // we has with material index, and render hash in AddSubmesh()
/foundation/arkui/ace_engine/frameworks/core/components/list/
H A Drender_list.cpp751 auto render = RenderListItem::GetRenderListItem(GetNearChildByPosition(position)); in NotifyDragStart() local
752 if (render) { in NotifyDragStart()
753 dragStartIndexPending_ = render->GetIndex(); in NotifyDragStart()
/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/
H A Dshader_loader.cpp24 #include <render/device/gpu_resource_desc.h>
25 #include <render/device/pipeline_layout_desc.h>
26 #include <render/namespace.h>
/foundation/arkui/ace_engine/frameworks/core/components_ng/image_provider/adapter/
H A Dskia_svg_dom.cpp137 skiaDom_->render(skCanvas); in Render()
/foundation/graphic/graphic_3d/lume/LumeRender/src/datastore/
H A Drender_data_store_pod.cpp22 #include <render/namespace.h>
113 PLUGIN_LOG_E("render data store pod: %s not created", name.data()); in Set()
142 PLUGIN_LOG_I("render data store pod type (%s), not found", tpName.data()); in GetPodNames()
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Dnode_context_descriptor_set_manager_gles.cpp18 #include <render/namespace.h>
/foundation/graphic/graphic_3d/lume/LumeFont/src/
H A Dfont_manager.h28 #include <render/resource_handle.h>

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