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Searched refs:BindVertexBuffers (Results 1 - 11 of 11) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/
H A Dintf_shader_pipeline_binder.h168 virtual void BindVertexBuffers(BASE_NS::array_view<const VertexBufferWithHandleReference> vertexBuffers) = 0;
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/
H A Dintf_render_command_list.h120 virtual void BindVertexBuffers(const BASE_NS::array_view<const VertexBuffer> vertexBuffers) = 0;
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_pipeline_binder.h72 void BindVertexBuffers(BASE_NS::array_view<const VertexBufferWithHandleReference> vertexBuffers) override;
H A Dshader_pipeline_binder.cpp556 void ShaderPipelineBinder::BindVertexBuffers(BASE_NS::array_view<const VertexBufferWithHandleReference> vertexBuffers) in BindVertexBuffers() function in ShaderPipelineBinder
/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/
H A Drender_node_dotfield_render.cpp169 cmdList.BindVertexBuffers(array_view(vb)); in RenderData()
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_node_shader_passes_generic.cpp236 cmdList.BindVertexBuffers({ vbs, vbCount }); in ExecuteFrameGraphics()
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_command_list.h120 "BindVertexBuffers",
514 void BindVertexBuffers(const BASE_NS::array_view<const VertexBuffer> vertexBuffers) override;
H A Drender_command_list.cpp773 void RenderCommandList::BindVertexBuffers(const array_view<const VertexBuffer> vertexBuffers) in BindVertexBuffers() function in RenderCommandList
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_depth_render_slot.cpp237 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()
H A Drender_node_default_shadow_render_slot.cpp374 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()
H A Drender_node_default_material_render_slot.cpp398 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()

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