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Searched refs:inputRenderPass_ (Results 1 - 22 of 22) sorted by relevance

/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_node_back_buffer.cpp80 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in InitNode()
99 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ExecuteFrame()
178 if (!inputRenderPass_.attachments.empty()) { in UpdateColorAttachmentSize()
179 dstImageHandle = inputRenderPass_.attachments[0].handle; in UpdateColorAttachmentSize()
181 const GpuImageDesc& desc = gpuResourceMgr.GetImageDescriptor(inputRenderPass_.attachments[0].handle); in UpdateColorAttachmentSize()
190 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in UpdateColorAttachmentSize()
219 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
H A Drender_node_fullscreen_generic.cpp98 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ExecuteFrame()
105 const RenderPass renderPass = renderNodeUtil.CreateRenderPass(inputRenderPass_); in ExecuteFrame()
192 (inputRenderPass_.fragmentShadingRateAttachmentIndex != ~0u) ? 3u : 2u; in GetPsoHandle()
211 const uint32_t dynamicStateCount = (inputRenderPass_.fragmentShadingRateAttachmentIndex != ~0u) ? 3u : 2u; in GetPsoHandle()
233 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
H A Drender_node_bloom.h68 RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_back_buffer.h73 RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_fullscreen_generic.h70 RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_mip_chain_post_process.h115 RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_single_post_process.h117 RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_mip_chain_post_process.cpp195 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ExecuteFrame()
296 RenderPass renderPass = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in GetBaseRenderPass()
496 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
H A Drender_node_single_post_process.cpp275 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ExecuteSinglePostProcess()
291 renderPass = renderNodeUtil.CreateRenderPass(inputRenderPass_); in ExecuteSinglePostProcess()
552 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_env.cpp129 rngRenderPass_ = renderNodeContextMgr.GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in InitNode()
313 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in UpdateCurrentScene()
314 rngRenderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in UpdateCurrentScene()
492 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
493 if ((inputRenderPass_.fragmentShadingRateAttachmentIndex < inputRenderPass_.attachments.size()) && in ParseRenderNodeInputs()
495 inputRenderPass_.attachments[inputRenderPass_.fragmentShadingRateAttachmentIndex].handle)) { in ParseRenderNodeInputs()
H A Drender_node_default_material_render_slot.cpp199 rngRenderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in InitNode()
593 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in UpdateCurrentScene()
594 rngRenderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in UpdateCurrentScene()
955 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
956 if ((inputRenderPass_.fragmentShadingRateAttachmentIndex < inputRenderPass_.attachments.size()) && in ParseRenderNodeInputs()
958 inputRenderPass_.attachments[inputRenderPass_.fragmentShadingRateAttachmentIndex].handle)) { in ParseRenderNodeInputs()
H A Drender_node_default_env.h93 RENDER_NS::RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_camera_single_post_process.h158 RENDER_NS::RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_camera_cubemap.h141 RENDER_NS::RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_default_depth_render_slot.cpp92 rngRenderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in InitNode()
298 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in UpdateCurrentScene()
299 rngRenderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in UpdateCurrentScene()
616 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
H A Drender_node_default_material_deferred_shading.cpp121 renderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in InitNode()
305 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in UpdateCurrentScene()
306 renderPass_ = renderNodeContextMgr_->GetRenderNodeUtil().CreateRenderPass(inputRenderPass_); in UpdateCurrentScene()
575 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
H A Drender_node_default_material_deferred_shading.h127 RENDER_NS::RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_default_depth_render_slot.h113 RENDER_NS::RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
H A Drender_node_camera_single_post_process.cpp287 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ExecuteSinglePostProcess()
303 renderPass = renderNodeUtil.CreateRenderPass(inputRenderPass_); in ExecuteSinglePostProcess()
644 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in ParseRenderNodeInputs()
H A Drender_node_default_material_render_slot.h141 RENDER_NS::RenderNodeHandles::InputRenderPass inputRenderPass_; member in final
/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/
H A Drender_node_dotfield_render.cpp68 inputRenderPass_ = renderNodeUtil.CreateInputRenderPass(jsonInputs_.renderPass); in InitNode()
69 renderPass_ = renderNodeUtil.CreateRenderPass(inputRenderPass_); in InitNode()
H A Drender_node_dotfield_render.h78 RENDER_NS::RenderNodeHandles::InputRenderPass inputRenderPass_; member in Dotfield::final

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