Searched refs:shaderRef (Results 1 – 3 of 3) sorted by relevance
70 for (const auto& shaderRef : rpRef.shaderBinders) { in AddRenderData() local71 if (shaderRef) { in AddRenderData()72 … ref.alignedPropertyByteSize = Align(shaderRef->GetPropertyBindingByteSize(), OFFSET_ALIGNMENT); in AddRenderData()88 for (const auto& shaderRef : rpRef.shaderBinders) { in AddComputeData() local89 if (shaderRef) { in AddComputeData()90 … ref.alignedPropertyByteSize = Align(shaderRef->GetPropertyBindingByteSize(), OFFSET_ALIGNMENT); in AddComputeData()
185 for (const auto& shaderRef : ref.shaderBinders) { in ExecuteFrameGraphics() local186 if (!shaderRef) { in ExecuteFrameGraphics()189 const auto& sRef = (const ShaderPipelineBinder&)(*shaderRef.get()); in ExecuteFrameGraphics()200 … IShaderPipelineBinder::PropertyBindingView cpbv = shaderRef->GetPropertyBindingView(); in ExecuteFrameGraphics()272 for (const auto& shaderRef : ref.shaderBinders) { in ExecuteFrameCompute() local273 if (!shaderRef) { in ExecuteFrameCompute()276 const auto& sRef = (const ShaderPipelineBinder &)(*shaderRef.get()); in ExecuteFrameCompute()289 … IShaderPipelineBinder::PropertyBindingView cpbv = shaderRef->GetPropertyBindingView(); in ExecuteFrameCompute()
806 for (auto& shaderRef : computeShaders_) { in HandlePendingModules() local807 if (modIdx == shaderRef.compModuleIndex) { in HandlePendingModules()808 … if (ShaderModule* compModule = GetShaderModule(shaderRef.compModuleIndex); compModule) { in HandlePendingModules()809 … deferredDestructions_.computePrograms.push_back({ frameCount, move(shaderRef.gsp) }); in HandlePendingModules()810 shaderRef.gsp = device_.CreateGpuComputeProgram({ compModule }); in HandlePendingModules()816 for (auto& shaderRef : shaders_) { in HandlePendingModules() local817 if ((modIdx == shaderRef.vertModuleIndex) || (modIdx == shaderRef.fragModuleIndex)) { in HandlePendingModules()818 ShaderModule* vertModule = GetShaderModule(shaderRef.vertModuleIndex); in HandlePendingModules()819 ShaderModule* fragModule = GetShaderModule(shaderRef.fragModuleIndex); in HandlePendingModules()821 … deferredDestructions_.shaderPrograms.push_back({ frameCount, move(shaderRef.gsp) }); in HandlePendingModules()[all …]