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Searched refs:specialization (Results 1 – 20 of 20) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Dnode_context_pso_manager.cpp35 uint64_t BASE_NS::hash(const RENDER_NS::ShaderSpecializationConstantDataView& specialization) in hash() argument
38 if ((!specialization.data.empty()) && (!specialization.constants.empty())) { in hash()
39 …const size_t minSize = BASE_NS::Math::min(specialization.constants.size(), specialization.data.siz… in hash()
41 const auto& currConstant = specialization.constants[idx]; in hash()
44 if ((currConstant.offset + constantSize) <= specialization.data.size_bytes()) { in hash()
45 … uint8_t const* data = (uint8_t const*)specialization.data.data() + currConstant.offset; in hash()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Dgpu_program_gles.h64 const ShaderSpecializationConstantDataView& specialization, uint32_t views) const;
102 const ShaderSpecializationConstantDataView& specialization) const;
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/assets/render/shaders/shader/
H A Dfullscreen_copy.frag5 // specialization
H A Dfullscreen_copy_layer.frag5 // specialization
H A Dfullscreen_downscale.frag5 // specialization
H A Dfullscreen_red_max_downscale_post_process.frag5 // specialization
H A Dfullscreen_upscale.frag5 // specialization
H A Ddepth_of_field.frag6 // specialization
H A Ddepth_of_field_blur.frag6 // specialization
H A Dfullscreen_blur.frag5 // specialization
H A Dfullscreen_post_process_tonemap.frag5 // specialization
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/assets/3d/shaders/shader/
H A Dcore3d_dm_fullscreen_env.frag36 // specialization for post process
H A Dcore3d_dm_fw.vert9 // sets and specialization, and inputs
H A Dcore3d_dm_fw_mv.vert12 // sets and specialization, and inputs
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_node_compute_generic.cpp205 const ShaderSpecializationConstantDataView specialization { in GetPsoHandle() local
210 shader_, pipelineLayout_, specialization); in GetPsoHandle()
H A Drender_node_fullscreen_generic.cpp188 const ShaderSpecializationConstantDataView specialization { in GetPsoHandle() local
196 specialization, { dynamicStates, dynamicStateCount }); in GetPsoHandle()
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_shadow_render_slot.h113 …const RENDER_NS::ShaderSpecializationConstantDataView& specialization, const RenderSubmeshFlags su…
H A Drender_node_default_shadow_render_slot.cpp457 … const ShaderSpecializationConstantDataView& specialization, const RenderSubmeshFlags submeshFlags) in CreateNewPso() argument
504 … currShader, gfxState, pl, vidv, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreateNewPso()
507 …currShader, currState, currPl, currVid, specialization, { DYNAMIC_STATES, countof(DYNAMIC_STATES) … in CreateNewPso()
H A Drender_node_default_env.cpp391 const ShaderSpecializationConstantDataView specialization { sscv.constants, flags }; in GetPso() local
400 shaderHandle, gfxHandle, plHandle, {}, specialization, GetDynamicStates()); in GetPso()
H A Drender_node_default_material_deferred_shading.cpp381 …const ShaderSpecializationConstantDataView specialization { allShaderData_.defaultSpecilizationCon… in GetPsoHandle() local
384 …lShaderData_.shaderHandle, allShaderData_.stateHandle, allShaderData_.plHandle, {}, specialization, in GetPsoHandle()