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Searched refs:gpuShaderProgram (Results 1 - 4 of 4) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_state_object_vk.h42 GraphicsPipelineStateObjectVk(Device& device, const GpuShaderProgram& gpuShaderProgram,
H A Dpipeline_state_object_vk.cpp174 GraphicsPipelineStateObjectVk::GraphicsPipelineStateObjectVk(Device& device, const GpuShaderProgram& gpuShaderProgram, in GraphicsPipelineStateObjectVk() argument
191 const GpuShaderProgramVk& program = static_cast<const GpuShaderProgramVk&>(gpuShaderProgram); in GraphicsPipelineStateObjectVk()
/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Dpipeline_state_object_gles.h49 GraphicsPipelineStateObjectGLES(Device& device, const GpuShaderProgram& gpuShaderProgram,
H A Dpipeline_state_object_gles.cpp152 const GpuShaderProgram& gpuShaderProgram, const GraphicsState& graphicsState, const PipelineLayout& pipelineLayout, in GraphicsPipelineStateObjectGLES()
172 const auto& source = static_cast<const GpuShaderProgramGLES&>(gpuShaderProgram); in GraphicsPipelineStateObjectGLES()
151 GraphicsPipelineStateObjectGLES(Device& device, const GpuShaderProgram& gpuShaderProgram, const GraphicsState& graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclaration, const ShaderSpecializationConstantDataView& specializationConstants, const array_view<const DynamicStateEnum> dynamicStates, const RenderPassDesc& renderPassDesc, const array_view<const RenderPassSubpassDesc>& renderPassSubpassDescs, const uint32_t subpassIndex) GraphicsPipelineStateObjectGLES() argument

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