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Searched refs:CreateDefaultScissor (Results 1 - 14 of 14) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Drender_node_util.h57 ScissorDesc CreateDefaultScissor(const RenderPass& renderPass) const override;
H A Drender_node_post_process_util.cpp555 cmdList.SetDynamicStateScissor(renderNodeContextMgr_->GetRenderNodeUtil().CreateDefaultScissor(renderPass)); in ExecuteCombine()
617 cmdList.SetDynamicStateScissor(renderNodeContextMgr_->GetRenderNodeUtil().CreateDefaultScissor(renderPass)); in ExecuteFXAA()
677 cmdList.SetDynamicStateScissor(renderNodeContextMgr_->GetRenderNodeUtil().CreateDefaultScissor(renderPass)); in ExecuteTAA()
755 cmdList.SetDynamicStateScissor(renderNodeContextMgr_->GetRenderNodeUtil().CreateDefaultScissor(rp)); in ExecuteDofBlur()
818 cmdList.SetDynamicStateScissor(renderNodeContextMgr_->GetRenderNodeUtil().CreateDefaultScissor(renderPass)); in ExecuteDof()
861 const ScissorDesc scissorDesc = renderNodeContextMgr_->GetRenderNodeUtil().CreateDefaultScissor(renderPass); in ExecuteBlit()
H A Drender_node_util.cpp346 ScissorDesc RenderNodeUtil::CreateDefaultScissor(const RenderPass& renderPass) const in CreateDefaultScissor() function in RenderNodeUtil
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/
H A Dintf_render_node_util.h103 virtual ScissorDesc CreateDefaultScissor(const RenderPass& renderPass) const = 0;
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_copy_helper.cpp111 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass); in Execute()
H A Drender_node_camera_single_post_process.cpp353 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass); in ExecuteSinglePostProcess()
H A Drender_node_camera_cubemap.cpp290 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass); in ExecuteSinglePostProcess()
H A Drender_node_default_shadow_render_slot.cpp426 currentScene_.scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass_); in CreateDefaultShaderData()
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_motion_blur.cpp231 cmdList.SetDynamicStateScissor(renderNodeContextMgr.GetRenderNodeUtil().CreateDefaultScissor(renderPass)); in Execute()
259 const ScissorDesc scissor = renderNodeContextMgr.GetRenderNodeUtil().CreateDefaultScissor(renderPass); in ExecuteTileVelocity()
H A Drender_copy.cpp139 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass); in Execute()
H A Drender_node_fullscreen_generic.cpp107 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass); in ExecuteFrame()
H A Drender_node_shader_passes_generic.cpp174 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass); in ExecuteFrameGraphics()
H A Drender_node_single_post_process.cpp344 const ScissorDesc scissorDesc = renderNodeUtil.CreateDefaultScissor(renderPass); in ExecuteSinglePostProcess()
/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/
H A Drender_node_dotfield_render.cpp140 const ScissorDesc scissorDesc = renderNodeContextMgr.GetRenderNodeUtil().CreateDefaultScissor(renderPass_); in RenderData()

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