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/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/test/RofsBuild/
H A Dcompile_rofs.sh41 #./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/
/foundation/graphic/graphic_3d/lume/Lume_3D/src/ecs/components/
H A Dprevious_joint_matrices_component.h27 #include <3d/shaders/common/3d_dm_structures_common.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/ecs/components/
H A Dskin_joints_component.h21 #include <3d/shaders/common/3d_dm_structures_common.h>
H A Djoint_matrices_component.h28 #include <3d/shaders/common/3d_dm_structures_common.h>
/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.cpp222 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 Dshader_manager.h96 // 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
/foundation/graphic/graphic_2d/rosen/test/2d_graphics/drawing_ndk/cpp/dm/
H A Dluma_filter.cpp193 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()
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_blur.h28 #include <render/shaders/common/render_blur_common.h>
H A Drender_node_bloom.cpp34 // shaders
35 #include <render/shaders/common/render_post_process_structs_common.h>
H A Drender_copy.cpp34 // shaders
35 #include <render/shaders/common/render_post_process_structs_common.h>
H A Drender_motion_blur.cpp29 #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
H A Drender_blur.cpp29 #include <render/shaders/common/render_blur_common.h>
33 #include "render/shaders/common/render_post_process_structs_common.h"
H A Drender_node_mip_chain_post_process.cpp35 #include <render/shaders/common/render_post_process_structs_common.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/api/3d/render/
H A Ddefault_material_constants.h22 #include <3d/shaders/common/3d_dm_structures_common.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_shadows_blur.cpp36 // shaders
37 #include <render/shaders/common/render_blur_common.h>
38 #include <render/shaders/common/render_post_process_structs_common.h>
H A Drender_node_default_lights.cpp37 #include <3d/shaders/common/3d_dm_structures_common.h>
H A Drender_node_default_env.cpp47 #include <3d/shaders/common/3d_dm_structures_common.h>
48 #include <render/shaders/common/render_post_process_structs_common.h>
H A Drender_node_default_material_objects.cpp33 #include <3d/shaders/common/3d_dm_structures_common.h>
H A Drender_node_default_material_deferred_shading.cpp47 #include <3d/shaders/common/3d_dm_structures_common.h>
48 #include <render/shaders/common/render_post_process_structs_common.h>
H A Drender_node_default_material_render_slot.cpp51 #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()
H A Drender_node_camera_single_post_process.cpp41 // shaders
42 #include <render/shaders/common/render_post_process_structs_common.h>
H A Drender_node_camera_cubemap.cpp41 // shaders
42 #include <render/shaders/common/render_post_process_structs_common.h>
H A Drender_node_default_depth_render_slot.cpp48 #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()
H A Drender_node_default_shadow_render_slot.cpp45 #include <3d/shaders/common/3d_dm_structures_common.h>
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/datastore/
H A Drender_data_store_default_material.cpp39 #include <3d/shaders/common/3d_dm_structures_common.h>

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