Searched refs:engineShaderManager (Results 1 – 1 of 1) sorted by relevance
2013 auto& engineShaderManager = renderContext_->GetDevice().GetShaderManager(); in SetGraphicsState() local2014 auto hash = engineShaderManager.HashGraphicsState(state); in SetGraphicsState()2015 auto currentState = engineShaderManager.GetGraphicsState(rh); in SetGraphicsState()2016 if (hash != engineShaderManager.HashGraphicsState(currentState)) { in SetGraphicsState()2017 auto desc = engineShaderManager.GetIdDesc(rh); in SetGraphicsState()2018 engineShaderManager.CreateGraphicsState({ desc.path, state }); in SetGraphicsState()2044 auto& engineShaderManager = renderContext_->GetDevice().GetShaderManager(); in GetGraphicsState() local2045 auto state = engineShaderManager.GetGraphicsState(rh); in GetGraphicsState()2067 auto& engineShaderManager = renderContext_->GetDevice().GetShaderManager(); in SetShader() local2069 rh = shader->GetRenderHandleReference(engineShaderManager); in SetShader()[all …]