Searched refs:stateHandle (Results 1 – 8 of 8) sorted by relevance
721 if (animationHandle && stateHandle) { in Update()882 auto stateHandle = stateManager_.Write(entity); in OnAnimationComponentsCreated() local883 AnimationStateComponent& state = *stateHandle; in OnAnimationComponentsCreated()906 auto stateHandle = stateManager_.Write(entity); in OnAnimationComponentsUpdated() local908 const auto oldState = stateHandle->state; in OnAnimationComponentsUpdated()911 stateHandle->dirty = true; in OnAnimationComponentsUpdated()922 stateHandle->time = 0.0f; in OnAnimationComponentsUpdated()923 stateHandle->currentLoop = 0; in OnAnimationComponentsUpdated()924 stateHandle->completed = false; in OnAnimationComponentsUpdated()926 stateHandle->completed = false; in OnAnimationComponentsUpdated()[all …]
417 auto stateHandle = animationStateManager_->GetData(entity_); in OnAnimationStateChanged() local418 const auto metaData = stateHandle->Owner()->MetaData(); in OnAnimationStateChanged()422 … static_cast<const void*>(static_cast<const uint8_t*>(stateHandle->RLock()) + data.offset)); in OnAnimationStateChanged()433 stateHandle->RUnlock(); in OnAnimationStateChanged()1049 auto stateHandle = animationStateManager_->GetData(entity_); in SetTime() local1050 const auto metaData = stateHandle->Owner()->MetaData(); in SetTime()1054 …static_cast<float*>(static_cast<void*>(static_cast<uint8_t*>(stateHandle->WLock()) + data.offset)); in SetTime()1056 stateHandle->WUnlock(); in SetTime()
384 …allShaderData_.shaderHandle, allShaderData_.stateHandle, allShaderData_.plHandle, {}, specializati… in GetPsoHandle()394 allShaderData_.stateHandle = {}; in CreateDefaultShaderData()402 …allShaderData_.stateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(allShaderData_.shaderH… in CreateDefaultShaderData()
87 RENDER_NS::RenderHandle stateHandle; member
161 RENDER_NS::RenderHandle stateHandle; member
266 const RenderHandleReference& stateHandle) = 0; in RENDER_BEGIN_NAMESPACE()
156 const RenderHandleReference& stateHandle) override;
398 … renderSlotId, const RenderHandleReference& shaderHandle, const RenderHandleReference& stateHandle) in SetRenderSlotData() argument414 …if (RenderHandleUtil::GetHandleType(stateHandle.GetHandle()) == RenderHandleType::GRAPHICS_STATE) { in SetRenderSlotData()422 renderSlotIds_.data[renderSlotId].graphicsState = stateHandle; in SetRenderSlotData()