Searched refs:DefaultMaterialLightingConstants (Results 1 – 10 of 10) sorted by relevance
88 if (lightCount >= DefaultMaterialLightingConstants::MAX_LIGHT_COUNT) { in AddLight()90 DefaultMaterialLightingConstants::MAX_LIGHT_COUNT); in AddLight()93 if (lightCount < DefaultMaterialLightingConstants::MAX_LIGHT_COUNT) { in AddLight()103 if (shadowCount < DefaultMaterialLightingConstants::MAX_SHADOW_COUNT) { in AddLight()
105 UBO_OFFSET_ALIGNMENT * DefaultMaterialLightingConstants::MAX_SHADOW_COUNT }); in CreateGeneralDataUniformBuffer()137 stores_.dataStoreNameScene + DefaultMaterialLightingConstants::SHADOW_DEPTH_BUFFER_NAME; in InitNode()139 … stores_.dataStoreNameScene + DefaultMaterialLightingConstants::SHADOW_VSM_COLOR_BUFFER_NAME; in InitNode()614 … { CORE_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2u * DefaultMaterialLightingConstants::MAX_SHADOW_COUNT }, in ProcessBuffersAndDescriptors()616 …{ CORE_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 2u * DefaultMaterialLightingConstants::MAX_SHADOW_C… in ProcessBuffersAndDescriptors()620 for (uint32_t idx = 0; idx < DefaultMaterialLightingConstants::MAX_SHADOW_COUNT; ++idx) { in ProcessBuffersAndDescriptors()670 …const auto* dataEnd = data + UBO_OFFSET_ALIGNMENT * DefaultMaterialLightingConstants::MAX_SHADOW_C… in UpdateGeneralDataUniformBuffers()
61 … stores_.dataStoreNameScene.c_str() + DefaultMaterialLightingConstants::LIGHT_DATA_BUFFER_NAME; in InitNode()63 …stores_.dataStoreNameScene.c_str() + DefaultMaterialLightingConstants::LIGHT_CLUSTER_DATA_BUFFER_N… in InitNode()
150 … RENDER_NS::IDescriptorSetBinder::Ptr set0[DefaultMaterialLightingConstants::MAX_SHADOW_COUNT];151 … RENDER_NS::IDescriptorSetBinder::Ptr set1[DefaultMaterialLightingConstants::MAX_SHADOW_COUNT];
58 … stores_.dataStoreNameScene + DefaultMaterialLightingConstants::SHADOW_VSM_COLOR_BUFFER_NAME); in InitNode()288 …const uint32_t descriptorSetCount = DefaultMaterialLightingConstants::MAX_SHADOW_COUNT * MAX_LOOP_… in CreateDescriptorSets()
75 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_DEPTH_BUFFER_NA… in GetShadowBufferNodeData()77 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_VSM_COLOR_BUFFE… in GetShadowBufferNodeData()
70 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_DEPTH_BUFFER_NA… in GetShadowBufferNodeData()72 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_VSM_COLOR_BUFFE… in GetShadowBufferNodeData()
93 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_DEPTH_BUFFER_NA… in GetShadowBufferNodeData()95 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_VSM_COLOR_BUFFE… in GetShadowBufferNodeData()
127 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_DEPTH_BUFFER_NA… in GetShadowBufferNodeData()129 …gpuResourceMgr.GetImageHandle(sceneName + DefaultMaterialLightingConstants::SHADOW_VSM_COLOR_BUFFE… in GetShadowBufferNodeData()
37 struct DefaultMaterialLightingConstants { struct