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Searched refs:SHADER_STATE_OBJECT (Results 1 - 16 of 16) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/util/
H A Drender_util.cpp55 } else if ((handleType >= RenderHandleType::SHADER_STATE_OBJECT) && in GetRenderHandleDesc()
85 } else if ((desc.type >= RenderHandleType::SHADER_STATE_OBJECT) && in GetRenderHandle()
88 if ((desc.type == RenderHandleType::SHADER_STATE_OBJECT) || in GetRenderHandle()
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.cpp212 return RenderHandleType::SHADER_STATE_OBJECT == RenderHandleUtil::GetHandleType(handle); in IsShaderFunc()
218 (RenderHandleType::SHADER_STATE_OBJECT == RenderHandleUtil::GetHandleType(handle)); in IsAnyShaderFunc()
334 } else if (handleType == RenderHandleType::SHADER_STATE_OBJECT) { in Get()
451 (type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) || (type == RenderHandleType::SHADER_STATE_OBJECT)); in CreateClientData()
571 auto const clientHandle = CreateClientData(fullName, RenderHandleType::SHADER_STATE_OBJECT, in Create()
645 (handleType == RenderHandleType::SHADER_STATE_OBJECT)) { in AddAdditionalNameForHandle()
724 } else if (handleType == RenderHandleType::SHADER_STATE_OBJECT) { in HandlePendingAllocations()
837 } else if ((handleType == RenderHandleType::SHADER_STATE_OBJECT) && in GetShaderHandle()
855 } else if ((handleType == RenderHandleType::SHADER_STATE_OBJECT) && in GetShaderHandle()
868 (handleType != RenderHandleType::SHADER_STATE_OBJECT)) { in GetShaderHandle()
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H A Dshader_pipeline_binder.cpp198 if (!((renderHandleType_ == RenderHandleType::SHADER_STATE_OBJECT) || in ShaderPipelineBinder()
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/
H A Dresource_handle.h70 SHADER_STATE_OBJECT = 6, member in RenderHandleType
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_node_mip_chain_post_process.cpp92 if (RenderHandleUtil::GetHandleType(pipelineData_.shader) != RenderHandleType::SHADER_STATE_OBJECT) { in InitNode()
99 if (handleType == RenderHandleType::SHADER_STATE_OBJECT) { in InitNode()
111 if (!((handleType == RenderHandleType::SHADER_STATE_OBJECT) || in InitNode()
H A Drender_node_fullscreen_generic.cpp48 if (RenderHandleUtil::GetHandleType(pipelineData_.shader) != RenderHandleType::SHADER_STATE_OBJECT) { in InitNode()
H A Drender_node_single_post_process.cpp149 if (handleType == RenderHandleType::SHADER_STATE_OBJECT) { in InitNode()
164 if (!((handleType == RenderHandleType::SHADER_STATE_OBJECT) || in InitNode()
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Dnode_context_pso_manager.cpp249 if (RenderHandleUtil::GetHandleType(shader) != RenderHandleType::SHADER_STATE_OBJECT) { in GetGraphicsPsoHandleImpl()
257 if (RenderHandleUtil::GetHandleType(shader) != RenderHandleType::SHADER_STATE_OBJECT) { in GetGraphicsPsoHandleImpl()
/foundation/graphic/graphic_3d/lume/LumeRender/src/loader/
H A Dshader_loader.cpp180 } else if (handleType == RenderHandleType::SHADER_STATE_OBJECT) { in HandleShaderFile()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_env.cpp362 if (RenderHandleUtil::GetHandleType(shaderHandle) == RenderHandleType::SHADER_STATE_OBJECT) { in GetPso()
H A Drender_node_camera_single_post_process.cpp189 if (handleType == RenderHandleType::SHADER_STATE_OBJECT) { in InitNode()
H A Drender_node_camera_cubemap.cpp145 if (handleType == RenderHandleType::SHADER_STATE_OBJECT) { in InitNode()
H A Drender_node_default_depth_render_slot.cpp436 if (RenderHandleUtil::GetHandleType(ssd.shader) == RenderHandleType::SHADER_STATE_OBJECT) { in CreateNewPso()
H A Drender_node_default_shadow_render_slot.cpp465 if (RenderHandleUtil::GetHandleType(ssd.shader) == RenderHandleType::SHADER_STATE_OBJECT) { in CreateNewPso()
H A Drender_node_default_material_render_slot.cpp722 if (RenderHandleUtil::GetHandleType(ssd.shader) == RenderHandleType::SHADER_STATE_OBJECT) { in CreateNewPso()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/gltf/
H A Dgltf2_exporter.cpp1128 if (handle.GetHandleType() == RenderHandleType::SHADER_STATE_OBJECT && handle) { in UpdateShaderStateToGltfMaterial()

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