Searched refs:lightCounts (Results 1 – 9 of 9) sorted by relevance
118 RenderLightHelper::LightCounts lightCounts; in ExecuteFrame() local129 lightCounts.directionalLightCount++; in ExecuteFrame()131 lightCounts.pointLightCount++; in ExecuteFrame()133 lightCounts.spotLightCount++; in ExecuteFrame()141 lightStruct->directionalLightCount = lightCounts.directionalLightCount; in ExecuteFrame()142 lightStruct->pointLightBeginIndex = lightCounts.directionalLightCount; in ExecuteFrame()143 lightStruct->pointLightCount = lightCounts.pointLightCount; in ExecuteFrame()144 …lightStruct->spotLightBeginIndex = lightCounts.directionalLightCount + lightCounts.pointLightCount; in ExecuteFrame()145 lightStruct->spotLightCount = lightCounts.spotLightCount; in ExecuteFrame()
81 const auto lightCounts = dataStoreLight->GetLightCounts(); in PreExecuteFrame() local84 if ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) { in PreExecuteFrame()86 shadowCount_ = lightCounts.dirShadow + lightCounts.spotShadow; in PreExecuteFrame()133 … const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight->GetLightCounts(); in ExecuteFrame() local134 if ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) { in ExecuteFrame()137 if (lightCounts.dirShadow > 0) { in ExecuteFrame()140 if (lightCounts.spotShadow > 0) { in ExecuteFrame()
1016 RenderLightHelper::LightCounts lightCounts; in UpdateLightBuffer() local1029 lightCounts.directionalLightCount++; in UpdateLightBuffer()1031 lightCounts.pointLightCount++; in UpdateLightBuffer()1033 lightCounts.spotLightCount++; in UpdateLightBuffer()1042 lightStruct->directionalLightCount = lightCounts.directionalLightCount; in UpdateLightBuffer()1043 lightStruct->pointLightBeginIndex = lightCounts.directionalLightCount; in UpdateLightBuffer()1044 lightStruct->pointLightCount = lightCounts.pointLightCount; in UpdateLightBuffer()1045 …lightStruct->spotLightBeginIndex = lightCounts.directionalLightCount + lightCounts.pointLightCount; in UpdateLightBuffer()1046 lightStruct->spotLightCount = lightCounts.spotLightCount; in UpdateLightBuffer()
239 const auto lightCounts = dataStore->GetLightCounts(); in GetShadowBiasMatrix() local240 const uint32_t shadowCount = lightCounts.shadowCount; in GetShadowBiasMatrix()
191 const auto lightCounts = dataStoreLight->GetLightCounts(); in PreExecuteFrame() local192 shadowCount_ = lightCounts.shadowCount; in PreExecuteFrame()246 const auto lightCounts = storeLight->GetLightCounts(); in ExecuteFrame() local247 const uint32_t shadowCounts = lightCounts.shadowCount; in ExecuteFrame()
425 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local426 …currentScene_.hasShadow = ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) ? true : f… in UpdateCurrentScene()
342 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local343 …currentScene_.hasShadow = ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) ? true : f… in UpdateCurrentScene()
503 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local504 …currentScene_.hasShadow = ((lightCounts.dirShadow > 0) || (lightCounts.spotShadow > 0)) ? true : f… in UpdateCurrentScene()
635 const IRenderDataStoreDefaultLight::LightCounts lightCounts = dataStoreLight.GetLightCounts(); in UpdateCurrentScene() local636 currentScene_.hasShadow = (lightCounts.shadowCount > 0) ? true : false; in UpdateCurrentScene()