Searched refs:objectCounts (Results 1 – 10 of 10) sorted by relevance
196 void RenderNodeDefaultMaterialObjects::ProcessBuffers(const ObjectCounts& objectCounts) in ProcessBuffers() argument204 if (objectCounts_.maxMeshCount < objectCounts.maxMeshCount) { in ProcessBuffers()208 … objectCounts.maxMeshCount + (objectCounts.maxMeshCount / overEstimate) + MIN_UBO_OBJECT_COUNT; in ProcessBuffers()220 if (objectCounts_.maxSkinCount < objectCounts.maxSkinCount) { in ProcessBuffers()221 …objectCounts_.maxSkinCount = objectCounts.maxSkinCount + (objectCounts.maxSkinCount / overEstimate… in ProcessBuffers()229 if (objectCounts_.maxMaterialCount < objectCounts.maxMaterialCount) { in ProcessBuffers()232 …objectCounts.maxMaterialCount + (objectCounts.maxMaterialCount / overEstimate) + MIN_UBO_OBJECT_CO… in ProcessBuffers()
516 …id RenderNodeDefaultDepthRenderSlot::ProcessBuffersAndDescriptors(const ObjectCounts& objectCounts) in ProcessBuffersAndDescriptors() argument520 if (objectCounts_.maxSlotMeshCount < objectCounts.maxSlotMeshCount) { in ProcessBuffersAndDescriptors()522 …objectCounts_.maxSlotMeshCount = objectCounts.maxSlotMeshCount + (objectCounts.maxSlotMeshCount / … in ProcessBuffersAndDescriptors()524 if (objectCounts_.maxSlotSkinCount < objectCounts.maxSlotSkinCount) { in ProcessBuffersAndDescriptors()526 …objectCounts_.maxSlotSkinCount = objectCounts.maxSlotSkinCount + (objectCounts.maxSlotSkinCount / … in ProcessBuffersAndDescriptors()528 if (objectCounts_.maxSlotSubmeshCount < objectCounts.maxSlotSubmeshCount) { in ProcessBuffersAndDescriptors()531 objectCounts.maxSlotSubmeshCount + (objectCounts.maxSlotSubmeshCount / overEstimate); in ProcessBuffersAndDescriptors()
822 …RenderNodeDefaultMaterialRenderSlot::ProcessBuffersAndDescriptors(const ObjectCounts& objectCounts) in ProcessBuffersAndDescriptors() argument826 if (objectCounts_.maxSlotMeshCount < objectCounts.maxSlotMeshCount) { in ProcessBuffersAndDescriptors()828 …objectCounts_.maxSlotMeshCount = objectCounts.maxSlotMeshCount + (objectCounts.maxSlotMeshCount / … in ProcessBuffersAndDescriptors()830 if (objectCounts_.maxSlotSkinCount < objectCounts.maxSlotSkinCount) { in ProcessBuffersAndDescriptors()832 …objectCounts_.maxSlotSkinCount = objectCounts.maxSlotSkinCount + (objectCounts.maxSlotSkinCount / … in ProcessBuffersAndDescriptors()834 if (objectCounts_.maxSlotSubmeshCount < objectCounts.maxSlotSubmeshCount) { in ProcessBuffersAndDescriptors()837 objectCounts.maxSlotSubmeshCount + (objectCounts.maxSlotSubmeshCount / overEstimate); in ProcessBuffersAndDescriptors()
69 void ProcessBuffers(const ObjectCounts& objectCounts);
596 …d RenderNodeDefaultShadowRenderSlot::ProcessBuffersAndDescriptors(const ObjectCounts& objectCounts) in ProcessBuffersAndDescriptors() argument600 …if (UpdateResourceCount(objectCounts_.maxSlotMeshCount, objectCounts.maxSlotMeshCount, overEstimat… in ProcessBuffersAndDescriptors()603 …if (UpdateResourceCount(objectCounts_.maxSlotSkinCount, objectCounts.maxSlotSkinCount, overEstimat… in ProcessBuffersAndDescriptors()606 …if (UpdateResourceCount(objectCounts_.maxSlotSubmeshCount, objectCounts.maxSlotSubmeshCount, overE… in ProcessBuffersAndDescriptors()
153 void ProcessBuffersAndDescriptors(const ObjectCounts& objectCounts);
117 void ProcessBuffersAndDescriptors(const ObjectCounts& objectCounts);
198 void ProcessBuffersAndDescriptors(const ObjectCounts& objectCounts);
243 slotRef.second.objectCounts = {}; in Clear()562 dataRef.objectCounts.submeshCount++; in AddSubmesh()564 dataRef.objectCounts.skinCount++; in AddSubmesh()646 return { static_cast<uint32_t>(meshData_.size()), iter->second.objectCounts.submeshCount, in GetSlotObjectCounts()647 … iter->second.objectCounts.skinCount, static_cast<uint32_t>(materialAllUniforms_.size()) }; in GetSlotObjectCounts()
183 RenderDataDefaultMaterial::ObjectCounts objectCounts; in CORE3D_BEGIN_NAMESPACE() member