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/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Drender_backend_gles.cpp2471 const auto& pipelineData = in BindResources() local
2473 const GpuShaderProgramGLES* shader = pipelineData.graphicsShader; in BindResources()
2495 device_.BindVertexArray(pipelineData.vao); in BindResources()
2496 BindVertexInputs(pipelineData.vertexInputDeclaration, vertexInputs); in BindResources()
2507 const auto& pipelineData = in BindResources() local
2509 if (pipelineData.computeShader) { in BindResources()
2511 static_cast<const GpuComputeProgramPlatformDataGL&>(pipelineData.computeShader->GetPlatformData()); in BindResources()

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