Searched refs:currSubmesh (Results 1 – 4 of 4) sorted by relevance
518 auto& currSubmesh = submeshes_.back(); in AddSubmesh() local519 if (currSubmesh.meshIndex >= static_cast<uint32_t>(meshData_.size())) { in AddSubmesh()520 CORE_LOG_W("invalid mesh index (%u) given", currSubmesh.meshIndex); in AddSubmesh()521 currSubmesh.meshIndex = 0; in AddSubmesh()523 if ((currSubmesh.submeshFlags & RenderSubmeshFlagBits::RENDER_SUBMESH_SKIN_BIT) && in AddSubmesh()525 CORE_LOG_W("invalid skin joint index (%u) given", currSubmesh.skinJointIndex); in AddSubmesh()526 currSubmesh.skinJointIndex = RenderSceneDataConstants::INVALID_INDEX; in AddSubmesh()529 if (currSubmesh.materialIndex >= static_cast<uint32_t>(materialAllUniforms_.size())) { in AddSubmesh()531 currSubmesh.materialIndex = AddMaterialData({}, {}, {}, {}); in AddSubmesh()557 uint32_t renderSortHash = currSubmesh.materialIndex; in AddSubmesh()[all …]
164 void UpdateCurrentMaterialHandles(const RenderSubmesh& currSubmesh, in UpdateCurrentMaterialHandles() argument314 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes() local320 if (((camLayerMask & currSubmesh.layerMask) == 0) || in RenderSubmeshes()378 currMaterialIndex = currSubmesh.materialIndex; in RenderSubmeshes()393 if (currSubmesh.vertexBufferCount > 0) { in RenderSubmeshes()396 vbs[vbIdx] = ConvertVertexBuffer(currSubmesh.vertexBuffers[vbIdx]); in RenderSubmeshes()398 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()400 const auto& dc = currSubmesh.drawCommand; in RenderSubmeshes()401 const RenderVertexBuffer& iArgs = currSubmesh.indirectArgsBuffer; in RenderSubmeshes()403 if (currSubmesh.indexBuffer.byteSize > 0U) { in RenderSubmeshes()[all …]
184 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes() local189 if (((camLayerMask & currSubmesh.layerMask) == 0) || in RenderSubmeshes()219 const uint32_t currMeshMatrixOffset = currSubmesh.meshIndex * UBO_BIND_OFFSET_ALIGNMENT; in RenderSubmeshes()232 if (currSubmesh.vertexBufferCount > 0) { in RenderSubmeshes()234 for (uint32_t vbIdx = 0; vbIdx < currSubmesh.vertexBufferCount; ++vbIdx) { in RenderSubmeshes()235 vbs[vbIdx] = ConvertVertexBuffer(currSubmesh.vertexBuffers[vbIdx]); in RenderSubmeshes()237 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()239 const auto& dc = currSubmesh.drawCommand; in RenderSubmeshes()240 const RenderVertexBuffer& iArgs = currSubmesh.indirectArgsBuffer; in RenderSubmeshes()242 if (currSubmesh.indexBuffer.byteSize > 0U) { in RenderSubmeshes()[all …]
325 const auto& currSubmesh = submeshes[submeshIndex]; in RenderSubmeshes() local328 if ((camLayerMask & currSubmesh.layerMask) == 0) { in RenderSubmeshes()358 if (currSubmesh.submeshFlags & RenderSubmeshFlagBits::RENDER_SUBMESH_SKIN_BIT) { in RenderSubmeshes()369 if (currSubmesh.vertexBufferCount > 0) { in RenderSubmeshes()371 for (uint32_t vbIdx = 0; vbIdx < currSubmesh.vertexBufferCount; ++vbIdx) { in RenderSubmeshes()372 vbs[vbIdx] = ConvertVertexBuffer(currSubmesh.vertexBuffers[vbIdx]); in RenderSubmeshes()374 cmdList.BindVertexBuffers({ vbs, currSubmesh.vertexBufferCount }); in RenderSubmeshes()376 const auto& dc = currSubmesh.drawCommand; in RenderSubmeshes()377 const RenderVertexBuffer& iArgs = currSubmesh.indirectArgsBuffer; in RenderSubmeshes()379 if (currSubmesh.indexBuffer.byteSize > 0U) { in RenderSubmeshes()[all …]