Searched refs:binder0 (Results 1 - 6 of 6) sorted by relevance
/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/ |
H A D | render_node_dotfield_render.cpp | 143 auto& binder0 = *binders_.set0; in RenderData() local 144 binder0.BindBuffer(0, cameraUniformBufferHandle_, 0); in RenderData() 145 cmdList.UpdateDescriptorSet(binder0.GetDescriptorSetHandle(), binder0.GetDescriptorSetLayoutBindingResources()); in RenderData() 158 cmdList.BindDescriptorSet(0, binder0.GetDescriptorSetHandle()); in RenderData()
|
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_material_deferred_shading.cpp | 224 auto& binder0 = *allDescriptorSets_.set0; in UpdateSet01() local 229 binder0.BindBuffer(bindingIndex++, BindableBuffer { ubos_.postProcess.GetHandle() }); in UpdateSet01() 230 binder0.BindBuffer( in UpdateSet01() 234 binder0.BindBuffer(bindingIndex++, sceneBuffers_.camera, 0u); in UpdateSet01() 235 binder0.BindBuffer(bindingIndex++, cameraBuffers_.generalData, 0u); in UpdateSet01() 242 binder0.BindBuffer(bindingIndex++, cameraBuffers_.environment, 0u); in UpdateSet01() 243 binder0.BindBuffer(bindingIndex++, cameraBuffers_.fog, 0u); in UpdateSet01() 244 binder0.BindBuffer(bindingIndex++, cameraBuffers_.light, 0u); in UpdateSet01() 245 binder0.BindBuffer(bindingIndex++, cameraBuffers_.postProcess, 0u); in UpdateSet01() 246 binder0 in UpdateSet01() [all...] |
H A D | render_node_default_env.cpp | 201 auto& binder0 = *allDescriptorSets_.set0; in RenderData() local 204 binder0.BindBuffer(bindingIndex++, sceneBuffers_.camera, 0u); in RenderData() 205 binder0.BindBuffer(bindingIndex++, cameraBuffers_.generalData, 0u); in RenderData() 206 binder0.BindBuffer(bindingIndex++, cameraBuffers_.environment, 0u); in RenderData() 207 binder0.BindBuffer(bindingIndex++, cameraBuffers_.fog, 0u); in RenderData() 208 binder0.BindBuffer(bindingIndex++, cameraBuffers_.postProcess, 0u); in RenderData() 221 const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() }; in RenderData() 222 const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResources(), in RenderData()
|
H A D | render_node_default_depth_render_slot.cpp | 261 auto& binder0 = *allDescriptorSets_.set01[0u]; in UpdateSet01() local 265 binder0.BindBuffer(bindingIndex++, buffers_.camera, 0u); in UpdateSet01() 266 binder0.BindBuffer(bindingIndex++, buffers_.generalData, 0u); in UpdateSet01() 276 const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() }; in UpdateSet01() 277 const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResources(), in UpdateSet01()
|
H A D | render_node_default_shadow_render_slot.cpp | 398 auto& binder0 = *allDescriptorSets_.set0[shadowPassIdx]; in UpdateSet01() local 402 binder0.BindBuffer(bindingIndex++, uboHandles_.camera, 0u); in UpdateSet01() 403 binder0.BindBuffer(bindingIndex++, uboHandles_.generalData.GetHandle(), UBO_OFFSET_ALIGNMENT * shadowPassIdx); in UpdateSet01() 412 const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() }; in UpdateSet01() 413 const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResources(), in UpdateSet01()
|
H A D | render_node_default_material_render_slot.cpp | 422 auto& binder0 = *allDescriptorSets_.set01[0u]; in UpdateSet01() local 425 auto& binder = binder0; in UpdateSet01() 472 const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() }; in UpdateSet01() 473 const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResources(), in UpdateSet01()
|
Completed in 8 milliseconds