/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/test/RofsBuild/ |
H A D | compile_rofs.sh | 41 #./LumeShaderCompiler --optimize --source render_dest/shaders --include render_api 42 ./LumeShaderCompiler --optimize --source $PROJECT_ROOT/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders --include $PROJECT_ROOT/foundation/graphic/graphic_3d/lume/LumeRender/api/ 44 ./LumeShaderCompiler --optimize --source $PROJECT_ROOT/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders --include $PROJECT_ROOT/foundation/graphic/graphic_3d/lume/Lume_3D/api/ --include $PROJECT_ROOT/foundation/graphic/graphic_3d/lume/LumeRender/api/
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/ |
H A D | previous_joint_matrices_component.h | 27 #include <3d/shaders/common/3d_dm_structures_common.h>
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/ |
H A D | skin_joints_component.h | 21 #include <3d/shaders/common/3d_dm_structures_common.h>
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H A D | joint_matrices_component.h | 28 #include <3d/shaders/common/3d_dm_structures_common.h>
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/foundation/graphic/graphic_3d/lume/LumeRender/src/device/ |
H A D | shader_manager.cpp | 222 const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandleReference>& shaders) in GetShadersBySlot() 226 shaders.push_back(ref.rhr); in GetShadersBySlot() 232 vector<RenderHandleReference>& shaders) in GetShadersBySlot() 236 shaders.push_back(ref.rhr); in GetShadersBySlot() 242 const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandle>& shaders) in GetShadersBySlot() 246 shaders.push_back(ref.rhr.GetHandle()); in GetShadersBySlot() 252 const uint32_t renderSlotId, const ShaderManager::GraphicsMappings& mappings, vector<RenderHandle>& shaders) in GetShadersBySlot() 256 shaders.push_back(ref.rhr.GetHandle()); in GetShadersBySlot() 583 pendingAllocations_.shaders.push_back({ clientHandle, createInfo.vertShaderModuleIndex, in Create() 778 for (const auto& ref : allocs.shaders) { in HandlePendingShaders() 221 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandleReference>& shaders) GetShadersBySlot() argument 231 GetShadersBySlot(const uint32_t renderSlotId, const ShaderManager::GraphicsMappings& mappings, vector<RenderHandleReference>& shaders) GetShadersBySlot() argument 241 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::ComputeMappings& mappings, vector<RenderHandle>& shaders) GetShadersBySlot() argument 251 GetShadersBySlot( const uint32_t renderSlotId, const ShaderManager::GraphicsMappings& mappings, vector<RenderHandle>& shaders) GetShadersBySlot() argument 918 vector<RenderHandleReference> shaders; GetShaders() local 926 vector<RenderHandle> shaders; GetShaderRawHandles() local [all...] |
H A D | shader_manager.h | 96 // Ref counted shaders are really not needed 291 RenderHandle baseShaderHandle; // provides a link to find related shaders 306 RenderHandle baseShaderHandle; // provides a link to find related shaders 345 // for all shaders, names are unique 418 BASE_NS::vector<ShaderAllocs> shaders; member
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/foundation/graphic/graphic_2d/rosen/test/2d_graphics/drawing_ndk/cpp/dm/ |
H A D | luma_filter.cpp | 193 ST_SHADER shaders[] = { in OnTestFunction() local 205 size_t shaders_size = 4; // 4 定义了shaders数组的大小 in OnTestFunction() 210 draw_scene(canvas, fFilter, g_modes[m], shaders[i].fShader1, shaders[i].fShader2); in OnTestFunction()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_blur.h | 28 #include <render/shaders/common/render_blur_common.h>
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H A D | render_node_bloom.cpp | 34 // shaders 35 #include <render/shaders/common/render_post_process_structs_common.h>
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H A D | render_copy.cpp | 34 // shaders 35 #include <render/shaders/common/render_post_process_structs_common.h>
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H A D | render_motion_blur.cpp | 29 #include <render/shaders/common/render_blur_common.h> 33 #include "render/shaders/common/render_post_process_structs_common.h" 40 // needs to match motion blur shaders
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H A D | render_blur.cpp | 29 #include <render/shaders/common/render_blur_common.h> 33 #include "render/shaders/common/render_post_process_structs_common.h"
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H A D | render_node_mip_chain_post_process.cpp | 35 #include <render/shaders/common/render_post_process_structs_common.h>
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/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/ |
H A D | default_material_constants.h | 22 #include <3d/shaders/common/3d_dm_structures_common.h>
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_shadows_blur.cpp | 36 // shaders 37 #include <render/shaders/common/render_blur_common.h> 38 #include <render/shaders/common/render_post_process_structs_common.h>
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H A D | render_node_default_lights.cpp | 37 #include <3d/shaders/common/3d_dm_structures_common.h>
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H A D | render_node_default_env.cpp | 47 #include <3d/shaders/common/3d_dm_structures_common.h> 48 #include <render/shaders/common/render_post_process_structs_common.h>
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H A D | render_node_default_material_objects.cpp | 33 #include <3d/shaders/common/3d_dm_structures_common.h>
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H A D | render_node_default_material_deferred_shading.cpp | 47 #include <3d/shaders/common/3d_dm_structures_common.h> 48 #include <render/shaders/common/render_post_process_structs_common.h>
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H A D | render_node_default_material_render_slot.cpp | 51 #include <3d/shaders/common/3d_dm_structures_common.h> 52 #include <render/shaders/common/render_post_process_structs_common.h> 336 // current shader state is fetched for build-in and custom shaders (decision is made later) in RenderSubmeshes() 681 CORE_LOG_I("RenderNode: %s, no default shaders for render slot id %u", in CreateDefaultShaderData()
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H A D | render_node_camera_single_post_process.cpp | 41 // shaders 42 #include <render/shaders/common/render_post_process_structs_common.h>
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H A D | render_node_camera_cubemap.cpp | 41 // shaders 42 #include <render/shaders/common/render_post_process_structs_common.h>
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H A D | render_node_default_depth_render_slot.cpp | 48 #include <3d/shaders/common/3d_dm_structures_common.h> 200 // current shader state is fetched for build-in and custom shaders (decision is made later) in RenderSubmeshes() 362 CORE_LOG_I("RenderNode: %s, no default shaders for render slot id %u", in CreateDefaultShaderData()
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H A D | render_node_default_shadow_render_slot.cpp | 45 #include <3d/shaders/common/3d_dm_structures_common.h>
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/ |
H A D | render_data_store_default_material.cpp | 39 #include <3d/shaders/common/3d_dm_structures_common.h>
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