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Searched refs:specializationData_ (Results 1 – 4 of 4) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_node_default_depth_render_slot.cpp358 specializationData_.maxSpecializationCount = in CreateDefaultShaderData()
495 for (uint32_t idx = 0; idx < specializationData_.maxSpecializationCount; ++idx) { in GetShaderSpecializationView()
501 specializationData_.flags[constantId] = submeshFlags; in GetShaderSpecializationView()
503 specializationData_.flags[constantId] = submeshMaterialFlags.renderMaterialFlags; in GetShaderSpecializationView()
507specializationData_.flags[constantId] = static_cast<uint32_t>(submeshMaterialFlags.materialType); in GetShaderSpecializationView()
512 …return { { allShaderData_.defaultSpecilizationConstants.data(), specializationData_.maxSpecializat… in GetShaderSpecializationView()
513 { specializationData_.flags, specializationData_.maxSpecializationCount } }; in GetShaderSpecializationView()
H A Drender_node_default_material_render_slot.cpp677 specializationData_.maxSpecializationCount = in CreateDefaultShaderData()
792 for (uint32_t idx = 0; idx < specializationData_.maxSpecializationCount; ++idx) { in GetShaderSpecializationView()
799 specializationData_.flags[constantId] = submeshFlags; in GetShaderSpecializationView()
801 specializationData_.flags[constantId] = combinedMaterialFlags; in GetShaderSpecializationView()
805specializationData_.flags[constantId] = static_cast<uint32_t>(submeshMaterialFlags.materialType); in GetShaderSpecializationView()
807 specializationData_.flags[constantId] = combinedMaterialFlags; in GetShaderSpecializationView()
809 specializationData_.flags[constantId] = lightingFlags; in GetShaderSpecializationView()
811 specializationData_.flags[constantId] = currentRenderPPConfiguration_.flags.x; in GetShaderSpecializationView()
813 specializationData_.flags[constantId] = cameraShaderFlags; in GetShaderSpecializationView()
818 …return { { allShaderData_.defaultSpecilizationConstants.data(), specializationData_.maxSpecializat… in GetShaderSpecializationView()
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H A Drender_node_default_depth_render_slot.h176 SpecializationData specializationData_; variable
H A Drender_node_default_material_render_slot.h244 SpecializationData specializationData_; variable