Searched refs:nameToIndex (Results 1 – 2 of 2) sorted by relevance
940 …if (auto nameIter = graphicsStates_.nameToIndex.find(fullName); nameIter != graphicsStates_.nameTo… in CreateGraphicsState()993 …if (const auto iter = graphicsStates_.nameToIndex.find(path); iter != graphicsStates_.nameToIndex.… in GetGraphicsStateHandle()1006 …if (const auto iter = graphicsStates_.nameToIndex.find(fullName); iter != graphicsStates_.nameToIn… in GetGraphicsStateHandle()1183 … if (const auto iter = shaderVid_.nameToIndex.find(path); iter != shaderVid_.nameToIndex.cend()) { in GetVertexInputDeclarationHandle()1223 …if (auto nameIter = shaderVid_.nameToIndex.find(createInfo.path); nameIter != shaderVid_.nameToInd… in CreateVertexInputDeclaration()1300 if (const auto iter = pl_.nameToIndex.find(path); iter != pl_.nameToIndex.cend()) { in GetPipelineLayoutHandle()1476 if (auto nameIter = pl_.nameToIndex.find(createInfo.path); nameIter != pl_.nameToIndex.end()) { in CreatePipelineLayout()1564 auto& nameToIdx = shaderModules_.nameToIndex; in CreateShaderModule()1769 eraseIndexData(pl_.nameToIndex, index); in DestroyPipelineLayout()1789 eraseIndexData(shaderVid_.nameToIndex, index); in DestroyVertexInputDeclaration()[all …]
334 BASE_NS::unordered_map<BASE_NS::string, uint32_t> nameToIndex; member453 BASE_NS::unordered_map<BASE_NS::string, uint32_t> nameToIndex; member461 BASE_NS::unordered_map<BASE_NS::string, uint32_t> nameToIndex; member471 BASE_NS::unordered_map<BASE_NS::string, uint32_t> nameToIndex; member