/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/ |
H A D | pipeline_create_functions_vk.cpp | 281 const RenderPassSubpassDesc& subpassDesc = subpassDescs[subpassIdx]; in CreateRenderPassCombined() local 289 if (subpassDesc.inputAttachmentCount > 0) { in CreateRenderPassCombined() 291 CreateAttachmentReferences(subpassDesc.inputAttachmentIndices, layouts, subpassDesc.inputAttachmentCount, in CreateRenderPassCombined() 293 referenceIndex += subpassDesc.inputAttachmentCount; in CreateRenderPassCombined() 297 if (subpassDesc.colorAttachmentCount > 0) { in CreateRenderPassCombined() 299 CreateAttachmentReferences(subpassDesc.colorAttachmentIndices, layouts, subpassDesc.colorAttachmentCount, in CreateRenderPassCombined() 301 referenceIndex += subpassDesc.colorAttachmentCount; in CreateRenderPassCombined() 305 if (subpassDesc in CreateRenderPassCombined() 463 const RenderPassSubpassDesc& subpassDesc = subpassDescs[subpassIdx]; CreateRenderPassCombined2() local 651 const auto& subpassDesc = beginRenderPass.subpasses[subpassIdx]; CreateRenderPass() local 679 const auto& subpassDesc = beginRenderPass.subpasses[subpassIdx]; CreateRenderPassCompatibility() local [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/ |
H A D | render_node_scene_util.cpp | 107 auto& subpassDesc = renderPass.subpassDesc; in UpdateCustomCameraTargets() local 110 if ((subpassDesc.depthAttachmentCount == 1) && camera.depthTarget) { in UpdateCustomCameraTargets() 111 renderPassDesc.attachmentHandles[subpassDesc.depthAttachmentIndex] = camera.depthTarget.GetHandle(); in UpdateCustomCameraTargets() 113 if ((subpassDesc.colorAttachmentCount >= 1) && camera.colorTargets[0u]) { in UpdateCustomCameraTargets() 114 renderPassDesc.attachmentHandles[subpassDesc.colorAttachmentIndices[0]] = in UpdateCustomCameraTargets() 124 auto& subpassDesc = renderPass.subpassDesc; in UpdateCustomCameraLoadStore() local 125 if ((subpassDesc.depthAttachmentCount == 1) && in UpdateCustomCameraLoadStore() 126 (subpassDesc in UpdateCustomCameraLoadStore() [all...] |
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_copy_helper.cpp | 47 rp.subpassDesc.colorAttachmentCount = 1u; in CreateRenderPass() 48 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in CreateRenderPass() 93 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute()
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H A D | render_node_default_material_deferred_shading.cpp | 162 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame() 265 const auto& subpassDesc = renderPass_.subpassDesc; in UpdateSet01() local 266 for (uint32_t bindingIdx = 0; bindingIdx < subpassDesc.inputAttachmentCount; ++bindingIdx) { in UpdateSet01() 268 bindingIdx, renderPassDesc.attachmentHandles[subpassDesc.inputAttachmentIndices[bindingIdx]]); in UpdateSet01()
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H A D | render_node_camera_cubemap.cpp | 233 renderPass.subpassDesc.viewMask = 0x3f; in ExecuteSinglePostProcess() 234 renderPass.subpassDesc.colorAttachmentCount = 1U; in ExecuteSinglePostProcess() 235 renderPass.subpassDesc.colorAttachmentIndices[0U] = 0U; in ExecuteSinglePostProcess() 278 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteSinglePostProcess()
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H A D | render_node_default_shadows_blur.cpp | 157 auto& subpass = renderPass.subpassDesc; in ProcessSingleShadow() 238 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderBlur()
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H A D | render_node_default_env.cpp | 163 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame() 355 ResetRenderSlotData(renderPass_.subpassDesc.viewMask > 1U); in UpdateCurrentScene()
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H A D | render_node_default_shadow_render_slot.cpp | 261 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame() 562 auto& subpass = renderPass.subpassDesc; in CreateRenderPass()
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H A D | render_node_default_material_render_slot.cpp | 257 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame() 646 if (renderPass_.subpassDesc.viewMask > 1U) { in UpdateCurrentScene()
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H A D | render_node_camera_single_post_process.cpp | 342 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteSinglePostProcess()
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H A D | render_node_default_depth_render_slot.cpp | 138 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_motion_blur.cpp | 197 auto& subpass = renderPass.subpassDesc; in Execute() 201 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute() 251 auto& subpass = renderPass.subpassDesc; in ExecuteTileVelocity() 276 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTileVelocity() 309 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTileVelocity() 338 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTileVelocity()
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H A D | render_bloom.cpp | 326 RenderPassSubpassDesc& subpassDesc = renderPass.subpassDesc; in GraphicsBloom() local 327 subpassDesc.colorAttachmentCount = 1; in GraphicsBloom() 328 subpassDesc.colorAttachmentIndices[0] = 0; in GraphicsBloom() 354 cmdList.BeginRenderPass(renderPass.renderPassDesc, 0, renderPass.subpassDesc); in RenderDownscaleAndThreshold() 397 cmdList.BeginRenderPass(renderPass.renderPassDesc, 0, renderPass.subpassDesc); in RenderDownscale() 427 renderPassUpscale.subpassDesc.inputAttachmentCount = 1; in RenderUpscale() 428 renderPassUpscale.subpassDesc.inputAttachmentIndices[0] = 0; in RenderUpscale() 447 cmdList.BeginRenderPass(renderPassUpscale.renderPassDesc, 0, renderPassUpscale.subpassDesc); in RenderUpscale() 487 cmdList.BeginRenderPass(renderPass.renderPassDesc, 0, renderPass.subpassDesc); in RenderCombine() 712 RenderPassSubpassDesc subpassDesc = renderPass.subpassDesc; CreateRenderPsos() local [all...] |
H A D | render_copy.cpp | 54 rp.subpassDesc.colorAttachmentCount = 1u; in CreateRenderPass() 55 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in CreateRenderPass() 121 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in Execute()
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H A D | render_node_shader_passes_generic.cpp | 56 rp.subpassDesc = renderPassInput.subpassDesc; in ConvertToLowLevelRenderPass() 171 cmdList.BeginRenderPass(renderPass.renderPassDesc, { &renderPass.subpassDesc, 1U }); in ExecuteFrameGraphics() 177 if (ref.renderPass.subpassDesc.fragmentShadingRateAttachmentCount > 0) { in ExecuteFrameGraphics() 356 const uint32_t dynamicStateCount = (renderPass.subpassDesc.fragmentShadingRateAttachmentIndex != ~0u) ? 3u : 2u; in GetPsoHandleGraphics()
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H A D | render_node_fullscreen_generic.cpp | 124 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteFrame() 135 if (renderPass.subpassDesc.fragmentShadingRateAttachmentCount > 0) { in ExecuteFrame()
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H A D | render_blur.cpp | 118 auto& subpass = renderPass.subpassDesc; in Execute() 228 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderData() 327 di.renderPass.renderPassDesc, di.renderPass.subpassStartIndex, di.renderPass.subpassDesc); in BlurPass()
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H A D | render_node_mip_chain_post_process.cpp | 309 auto& subpass = renderPass.subpassDesc; in GetBaseRenderPass() 393 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in RenderGraphics()
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H A D | render_node_back_buffer.cpp | 118 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/ |
H A D | render_node_post_process_util.cpp | 83 rp.subpassDesc.colorAttachmentCount = 1u; in CreateRenderPass() 84 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in CreateRenderPass() 520 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteCombine() 579 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteFXAA() 634 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteTAA() 699 rp.subpassDesc.colorAttachmentCount = 2u; in ExecuteDofBlur() 700 rp.subpassDesc.colorAttachmentIndices[0u] = 0u; in ExecuteDofBlur() 701 rp.subpassDesc.colorAttachmentIndices[1u] = 1u; in ExecuteDofBlur() 711 cmdList.BeginRenderPass(rp.renderPassDesc, rp.subpassStartIndex, rp.subpassDesc); in ExecuteDofBlur() 781 cmdList.BeginRenderPass(renderPass.renderPassDesc, renderPass.subpassStartIndex, renderPass.subpassDesc); in ExecuteDof() [all...] |
H A D | render_command_list.cpp | 929 const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIdx, const RenderPassSubpassDesc& subpassDesc) in BeginRenderPass() 954 ValidateRenderPassAttachment(nodeName_, gpuResourceMgr_, renderPassDesc, { &subpassDesc, 1u }); in BeginRenderPass() 996 data->subpasses[subpassIdx] = subpassDesc; in BeginRenderPass() 997 valid = valid && ProcessInputAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass() 998 valid = valid && ProcessColorAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass() 999 valid = valid && ProcessResolveAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass() 1000 valid = valid && ProcessDepthAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass() 1002 ProcessFragmentShadingRateAttachments(renderPassDesc, subpassDesc, subpassResourceStates); in BeginRenderPass() 928 BeginRenderPass( const RenderPassDesc& renderPassDesc, const uint32_t subpassStartIdx, const RenderPassSubpassDesc& subpassDesc) BeginRenderPass() argument
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H A D | render_node_util.cpp | 297 auto& spDesc = rp.subpassDesc; in CreateRenderPass()
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/ |
H A D | intf_render_command_list.h | 144 * @param subpassDesc Subpass descriptor 147 const RenderPassSubpassDesc& subpassDesc) = 0;
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/foundation/graphic/graphic_3d/lume/LumeDotfield/src/render/ |
H A D | render_node_dotfield_render.cpp | 114 cmdList.BeginRenderPass(renderPass_.renderPassDesc, renderPass_.subpassStartIndex, renderPass_.subpassDesc); in ExecuteFrame()
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/device/ |
H A D | pipeline_state_desc.h | 1087 RenderPassSubpassDesc subpassDesc; member 1097 RenderPassSubpassDesc subpassDesc; member
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