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Searched refs:shaderRef (Results 1 – 3 of 3) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/datastore/
H A Drender_data_store_shader_passes.cpp70 for (const auto& shaderRef : rpRef.shaderBinders) { in AddRenderData() local
71 if (shaderRef) { in AddRenderData()
72 … ref.alignedPropertyByteSize = Align(shaderRef->GetPropertyBindingByteSize(), OFFSET_ALIGNMENT); in AddRenderData()
88 for (const auto& shaderRef : rpRef.shaderBinders) { in AddComputeData() local
89 if (shaderRef) { in AddComputeData()
90 … ref.alignedPropertyByteSize = Align(shaderRef->GetPropertyBindingByteSize(), OFFSET_ALIGNMENT); in AddComputeData()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_node_shader_passes_generic.cpp185 for (const auto& shaderRef : ref.shaderBinders) { in ExecuteFrameGraphics() local
186 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() local
273 if (!shaderRef) { in ExecuteFrameCompute()
276 const auto& sRef = (const ShaderPipelineBinder &)(*shaderRef.get()); in ExecuteFrameCompute()
289 … IShaderPipelineBinder::PropertyBindingView cpbv = shaderRef->GetPropertyBindingView(); in ExecuteFrameCompute()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dshader_manager.cpp806 for (auto& shaderRef : computeShaders_) { in HandlePendingModules() local
807 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() local
817 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()
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