Searched refs:currShader (Results 1 – 3 of 3) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_depth_render_slot.cpp | 431 RenderHandle currShader; in CreateNewPso() local 439 currShader = ssd.shader; in CreateNewPso() 443 currShader = slotShader; // override with render slot variant in CreateNewPso() 447 const auto gfxStateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(currShader); in CreateNewPso() 452 currVid = shaderMgr.GetVertexInputDeclarationHandleByShaderHandle(currShader); in CreateNewPso() 453 currPl = shaderMgr.GetPipelineLayoutHandleByShaderHandle(currShader); in CreateNewPso() 465 …currShader = RenderHandleUtil::IsValid(currShader) ? currShader : allShaderData_.defaultShaderHand… in CreateNewPso() 478 … psoHandle = psoMgr.GetGraphicsPsoHandle(currShader, gfxState, shaderMgr.GetPipelineLayout(currPl), in CreateNewPso() 483 …psoHandle = psoMgr.GetGraphicsPsoHandle(currShader, currState, currPl, currVid, spec, dynamicState… in CreateNewPso() 486 allShaderData_.perShaderData.push_back(PerShaderData { currShader, psoHandle, currState }); in CreateNewPso()
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H A D | render_node_default_shadow_render_slot.cpp | 460 RenderHandle currShader; in CreateNewPso() local 466 currShader = ssd.shader; // force given shader in CreateNewPso() 469 currShader = slotShader; // override with render slot variant in CreateNewPso() 473 const auto gfxStateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(currShader); in CreateNewPso() 478 currVid = shaderMgr.GetVertexInputDeclarationHandleByShaderHandle(currShader); in CreateNewPso() 479 currPl = shaderMgr.GetPipelineLayoutHandleByShaderHandle(currShader); in CreateNewPso() 489 currShader = RenderHandleUtil::IsValid(currShader) ? currShader : ssd.defaultShader; in CreateNewPso() 504 … currShader, gfxState, pl, vidv, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateNewPso() 507 …currShader, currState, currPl, currVid, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) … in CreateNewPso() 510 allShaderData_.perShaderData.push_back(PerShaderData { currShader, psoHandle, currState }); in CreateNewPso()
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H A D | render_node_default_material_render_slot.cpp | 717 RenderHandle currShader; in CreateNewPso() local 725 currShader = ssd.shader; in CreateNewPso() 729 currShader = slotShader; // override with render slot variant in CreateNewPso() 733 const auto gfxStateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(currShader); in CreateNewPso() 738 currVid = shaderMgr.GetVertexInputDeclarationHandleByShaderHandle(currShader); in CreateNewPso() 739 currPl = shaderMgr.GetPipelineLayoutHandleByShaderHandle(currShader); in CreateNewPso() 751 …currShader = RenderHandleUtil::IsValid(currShader) ? currShader : allShaderData_.defaultShaderHand… in CreateNewPso() 764 … psoHandle = psoMgr.GetGraphicsPsoHandle(currShader, gfxState, shaderMgr.GetPipelineLayout(currPl), in CreateNewPso() 770 …psoHandle = psoMgr.GetGraphicsPsoHandle(currShader, currState, currPl, currVid, spec, GetDynamicSt… in CreateNewPso() 775 …allShaderData_.perShaderData.push_back(PerShaderData { currShader, psoHandle, currState, needsCust… in CreateNewPso()
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