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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 Drender_node_default_depth_render_slot.cpp431 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()
465currShader = 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()
H A Drender_node_default_shadow_render_slot.cpp460 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()
504currShader, gfxState, pl, vidv, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateNewPso()
507currShader, currState, currPl, currVid, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) … in CreateNewPso()
510 allShaderData_.perShaderData.push_back(PerShaderData { currShader, psoHandle, currState }); in CreateNewPso()
H A Drender_node_default_material_render_slot.cpp717 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()
751currShader = 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()