Searched refs:COMPUTE_SHADER_STATE_OBJECT (Results 1 – 10 of 10) sorted by relevance
457 if ((type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) && in CreateClientData()470 if (type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in CreateClientData()834 if ((handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) && in GetShaderHandle()852 if ((handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) && in GetShaderHandle()867 if ((handleType != RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) && in GetShaderHandle()1129 if (handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in GetRenderSlotId()1280 } else if (type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in GetPipelineLayoutHandleByShaderHandle()1345 } else if (type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in GetReflectionPipelineLayoutHandle()1380 } else if (type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in GetReflectionPipelineLayoutRef()1407 } else if (type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in GetReflectionSpecialization()[all …]
199 (renderHandleType_ == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT))) { in ShaderPipelineBinder()
89 (desc.type == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT)) { in GetRenderHandle()
72 COMPUTE_SHADER_STATE_OBJECT = 7, enumerator
101 } else if (handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in InitNode()112 (handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT))) { in InitNode()
66 if (RenderHandleUtil::GetHandleType(shader_) != RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in InitNode()
151 } else if (handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in InitNode()165 (handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT))) { in InitNode()
181 … (RenderHandleUtil::GetHandleType(shaderHandle) != RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in GetComputePsoHandle()
173 if (handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in HandleShaderFile()
194 } else if (handleType == RenderHandleType::COMPUTE_SHADER_STATE_OBJECT) { in InitNode()