Searched refs:GetRenderSlotId (Results 1 – 11 of 11) sorted by relevance
345 virtual uint32_t GetRenderSlotId(const BASE_NS::string_view renderSlot) const = 0; in RENDER_BEGIN_NAMESPACE()351 virtual uint32_t GetRenderSlotId(const RenderHandleReference& handle) const = 0; in RENDER_BEGIN_NAMESPACE()669 virtual uint32_t GetRenderSlotId(const BASE_NS::string_view renderSlot) const = 0;675 virtual uint32_t GetRenderSlotId(const RenderHandle& handle) const = 0;
272 shaderMgr_.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_FORWARD_OPAQUE); in GetDefaultRenderSlots()275 …(1ull << uint64_t(shaderMgr_.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_DEFERRED_… in GetDefaultRenderSlots()278 shaderMgr_.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_FORWARD_TRANSLUCENT); in GetDefaultRenderSlots()282 shaderMgr_.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_DEPTH); in GetDefaultRenderSlots()285 …(1ull << uint64_t(shaderMgr_.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_DEPTH_VSM… in GetDefaultRenderSlots()487 renderSlotId = shaderMgr_.GetRenderSlotId(renderSlotData[0u].graphicsState); in AddSubmesh()490 renderSlotId = shaderMgr_.GetRenderSlotId(renderSlotData[0u].shader); in AddSubmesh()
183 uint32_t GetRenderSlotId(const BASE_NS::string_view renderSlot) const override;184 uint32_t GetRenderSlotId(const RenderHandleReference& handle) const override;185 uint32_t GetRenderSlotId(const RenderHandle& handle) const;513 uint32_t GetRenderSlotId(const BASE_NS::string_view renderSlot) const override;514 uint32_t GetRenderSlotId(const RenderHandle& handle) const override;
1115 uint32_t ShaderManager::GetRenderSlotId(const string_view renderSlot) const in GetRenderSlotId() function in ShaderManager1124 uint32_t ShaderManager::GetRenderSlotId(const RenderHandle& handle) const in GetRenderSlotId() function in ShaderManager1145 uint32_t ShaderManager::GetRenderSlotId(const RenderHandleReference& handle) const in GetRenderSlotId() function in ShaderManager1147 return GetRenderSlotId(handle.GetHandle()); in GetRenderSlotId()2331 uint32_t RenderNodeShaderManager::GetRenderSlotId(const string_view renderSlot) const in GetRenderSlotId() function in RenderNodeShaderManager2333 return shaderMgr_.GetRenderSlotId(renderSlot); in GetRenderSlotId()2336 uint32_t RenderNodeShaderManager::GetRenderSlotId(const RenderHandle& handle) const in GetRenderSlotId() function in RenderNodeShaderManager2338 return shaderMgr_.GetRenderSlotId(handle); in GetRenderSlotId()
734 if (shaderMgr.GetRenderSlotId(gfxStateHandle) == jsonInputs_.stateRenderSlotId) { in CreateNewPso()929 jsonInputs_.renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in ParseRenderNodeInputs()934 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs()944 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs()949 … jsonInputs_.shaderRenderSlotMultiviewId = shaderMgr.GetRenderSlotId(shaderMultiviewRenderSlot); in ParseRenderNodeInputs()980 const uint32_t opaqueSlotId = renderNodeContextMgr_->GetShaderManager().GetRenderSlotId( in EvaluateFogBits()982 … const uint32_t translucentSlotId = renderNodeContextMgr_->GetShaderManager().GetRenderSlotId( in EvaluateFogBits()
448 if (shaderMgr.GetRenderSlotId(gfxStateHandle) == jsonInputs_.stateRenderSlotId) { in CreateNewPso()598 jsonInputs_.renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in ParseRenderNodeInputs()603 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(shaderRenderSlot); in ParseRenderNodeInputs()611 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(stateRenderSlot); in ParseRenderNodeInputs()
474 if (shaderMgr.GetRenderSlotId(gfxStateHandle) == currentScene_.renderSlotId) { in CreateNewPso()715 …renderNodeContextMgr_->GetShaderManager().GetRenderSlotId(parserUtil.GetStringValue(jsonVal, "rend… in ParseRenderNodeInputs()717 …renderNodeContextMgr_->GetShaderManager().GetRenderSlotId(parserUtil.GetStringValue(jsonVal, "rend… in ParseRenderNodeInputs()
566 … jsonInputs_.renderSlotId = renderNodeContextMgr_->GetShaderManager().GetRenderSlotId(renderSlot); in ParseRenderNodeInputs()
610 … ? shaderMgr.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_FORWARD_TRANSLUCENT) in GetDefaultMaterialShaderData()611 … : shaderMgr.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLOT_FORWARD_OPAQUE); in GetDefaultMaterialShaderData()625 …const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(DefaultMaterialShaderConstants::RENDER_SLO… in GetDefaultMaterialShaderData()647 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in GetDefaultMaterialShaderData()
488 const uint32_t renderSlotId = shaderMgr_.GetRenderSlotId(variant.renderSlot); in CreateShaderStates()
144 const uint32_t renderSlotId = shaderMgr.GetRenderSlotId(renderSlot); in FillShaderData()