Searched refs:binder0 (Results 1 – 5 of 5) sorted by relevance
/ohos5.0/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_node_default_material_deferred_shading.cpp | 224 auto& binder0 = *allDescriptorSets_.set0; in UpdateSet01() local 229 binder0.BindBuffer(bindingIndex++, BindableBuffer { ubos_.postProcess.GetHandle() }); in UpdateSet01() 230 binder0.BindBuffer( in UpdateSet01() 234 binder0.BindBuffer(bindingIndex++, sceneBuffers_.camera, 0u); in UpdateSet01() 235 binder0.BindBuffer(bindingIndex++, cameraBuffers_.generalData, 0u); in UpdateSet01() 242 binder0.BindBuffer(bindingIndex++, cameraBuffers_.environment, 0u); in UpdateSet01() 243 binder0.BindBuffer(bindingIndex++, cameraBuffers_.fog, 0u); in UpdateSet01() 244 binder0.BindBuffer(bindingIndex++, cameraBuffers_.light, 0u); in UpdateSet01() 245 binder0.BindBuffer(bindingIndex++, cameraBuffers_.postProcess, 0u); in UpdateSet01() 246 binder0.BindBuffer(bindingIndex++, cameraBuffers_.lightCluster, 0u); in UpdateSet01() [all …]
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H A D | render_node_default_env.cpp | 201 auto& binder0 = *allDescriptorSets_.set0; in RenderData() local 204 binder0.BindBuffer(bindingIndex++, sceneBuffers_.camera, 0u); in RenderData() 205 binder0.BindBuffer(bindingIndex++, cameraBuffers_.generalData, 0u); in RenderData() 206 binder0.BindBuffer(bindingIndex++, cameraBuffers_.environment, 0u); in RenderData() 207 binder0.BindBuffer(bindingIndex++, cameraBuffers_.fog, 0u); in RenderData() 208 binder0.BindBuffer(bindingIndex++, cameraBuffers_.postProcess, 0u); in RenderData() 221 …const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() … in RenderData() 222 …const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResou… in RenderData()
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H A D | render_node_default_depth_render_slot.cpp | 261 auto& binder0 = *allDescriptorSets_.set01[0u]; in UpdateSet01() local 265 binder0.BindBuffer(bindingIndex++, buffers_.camera, 0u); in UpdateSet01() 266 binder0.BindBuffer(bindingIndex++, buffers_.generalData, 0u); in UpdateSet01() 276 …const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() … in UpdateSet01() 277 …const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResou… in UpdateSet01()
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H A D | render_node_default_shadow_render_slot.cpp | 398 auto& binder0 = *allDescriptorSets_.set0[shadowPassIdx]; in UpdateSet01() local 402 binder0.BindBuffer(bindingIndex++, uboHandles_.camera, 0u); in UpdateSet01() 403 …binder0.BindBuffer(bindingIndex++, uboHandles_.generalData.GetHandle(), UBO_OFFSET_ALIGNMENT * sha… in UpdateSet01() 412 …const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() … in UpdateSet01() 413 …const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResou… in UpdateSet01()
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H A D | render_node_default_material_render_slot.cpp | 422 auto& binder0 = *allDescriptorSets_.set01[0u]; in UpdateSet01() local 425 auto& binder = binder0; in UpdateSet01() 472 …const RenderHandle handles[] { binder0.GetDescriptorSetHandle(), binder1.GetDescriptorSetHandle() … in UpdateSet01() 473 …const DescriptorSetLayoutBindingResources resources[] { binder0.GetDescriptorSetLayoutBindingResou… in UpdateSet01()
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