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Searched refs:GraphicsPipelineStateObject (Results 1 – 12 of 12) sorted by relevance

/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/device/
H A Dpipeline_state_object.h26 class GraphicsPipelineStateObject { in RENDER_BEGIN_NAMESPACE()
28 GraphicsPipelineStateObject() = default; in RENDER_BEGIN_NAMESPACE()
29 virtual ~GraphicsPipelineStateObject() = default; in RENDER_BEGIN_NAMESPACE()
31 GraphicsPipelineStateObject(const GraphicsPipelineStateObject&) = delete; in RENDER_BEGIN_NAMESPACE()
32 GraphicsPipelineStateObject& operator=(const GraphicsPipelineStateObject&) = delete; in RENDER_BEGIN_NAMESPACE()
H A Ddevice.h50 class GraphicsPipelineStateObject; variable
224 virtual BASE_NS::unique_ptr<GraphicsPipelineStateObject> CreateGraphicsPipelineStateObject(
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Dnode_context_pso_manager.h83 …const GraphicsPipelineStateObject* GetGraphicsPso(const RenderHandle handle, const RenderPassDesc&…
143 BASE_NS::unique_ptr<GraphicsPipelineStateObject> pso;
151 BASE_NS::unique_ptr<GraphicsPipelineStateObject> pso;
H A Dnode_context_pso_manager.cpp402 const GraphicsPipelineStateObject* NodeContextPsoManager::GetGraphicsPso(const RenderHandle handle, in GetGraphicsPso()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/vulkan/
H A Dpipeline_state_object_vk.h40 class GraphicsPipelineStateObjectVk final : public GraphicsPipelineStateObject {
H A Ddevice_vk.h36 class GraphicsPipelineStateObject; variable
162 BASE_NS::unique_ptr<GraphicsPipelineStateObject> CreateGraphicsPipelineStateObject(
H A Dpipeline_state_object_vk.cpp181 : GraphicsPipelineStateObject(), device_(device) in GraphicsPipelineStateObjectVk()
H A Ddevice_vk.cpp1314 unique_ptr<GraphicsPipelineStateObject> DeviceVk::CreateGraphicsPipelineStateObject(const GpuShader… in CreateGraphicsPipelineStateObject()
/ohos5.0/foundation/graphic/graphic_3d/lume/LumeRender/src/gles/
H A Dpipeline_state_object_gles.h47 class GraphicsPipelineStateObjectGLES final : public GraphicsPipelineStateObject {
H A Ddevice_gles.h52 class GraphicsPipelineStateObject; variable
153 BASE_NS::unique_ptr<GraphicsPipelineStateObject> CreateGraphicsPipelineStateObject(
H A Dpipeline_state_object_gles.cpp157 : GraphicsPipelineStateObject(), device_((DeviceGLES&)device) in GraphicsPipelineStateObjectGLES()
H A Ddevice_gles.cpp2135 unique_ptr<GraphicsPipelineStateObject> DeviceGLES::CreateGraphicsPipelineStateObject( in CreateGraphicsPipelineStateObject()
2148 …return unique_ptr<GraphicsPipelineStateObject> { pipeline->GetPlatformData().graphicsShader ? pipe… in CreateGraphicsPipelineStateObject()