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Searched refs:resShader (Results 1 – 5 of 5) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/res/
Dgfx_ResMaterial.cpp93 ResReferenceShader resShader = ResDynamicCast<ResReferenceShader>(this->GetShader()); in Cleanup() local
94 if (resShader.IsValid()) in Cleanup()
96 resShader.ref().toTargetShader.set_ptr(NULL); in Cleanup()
341 ResShader resShader, in SetupShader() argument
348 if (resShader.IsValid()) in SetupShader()
351 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in SetupShader()
377 setupShader = resShader; in SetupShader()
387 bool isSetup = resShader.IsValid() && result.IsSuccess(); in SetupShader()
393 ResBinaryShader resBinaryShader = resShader.Dereference(); in SetupShader()
406 ResMaterial::SetShader(ResShader resShader) in SetShader() argument
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Dgfx_ResUtil.cpp117 ResShader resShader = graphicsFile.GetShaders(path); in GetReferenceShaderTarget() local
119 if (resShader.IsValid()) in GetReferenceShaderTarget()
121 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in GetReferenceShaderTarget()
136 referenceShader.ref().toTargetShader.set_ptr(resShader.ptr()); in GetReferenceShaderTarget()
Dgfx_ResShader.cpp31 typedef Result (*SetupFunc)(os::IAllocator* allocator, ResShader resShader);
33 static Result ResBinaryShader_Setup(os::IAllocator* allocator, ResShader resShader);
34 static Result ResReferenceShader_Setup(os::IAllocator* allocator, ResShader resShader);
136 ResBinaryShader_Setup(os::IAllocator* allocator, ResShader resShader) in ResBinaryShader_Setup() argument
140 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(resShader); in ResBinaryShader_Setup()
159 u32 shader = reinterpret_cast<u32>(resShader.ptr()); in ResBinaryShader_Setup()
217 ResReferenceShader_Setup(os::IAllocator* allocator, ResShader resShader) in ResReferenceShader_Setup() argument
220 ResReferenceShader resRefShader = ResDynamicCast<ResReferenceShader>( resShader ); in ResReferenceShader_Setup()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_Material.cpp56 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material() local
58 NW_ASSERT(resShader.IsValid()); in Material()
60 resShader.GetDescriptions(resMaterial.GetShaderProgramDescriptionIndex()); in Material()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResMaterial.h1562 void SetShader(ResShader resShader);
1571 void ForceSetupShader(const char* targetName, ResShader resShader);
1683 … Result SetupShader(os::IAllocator* allocator, ResShader resShader, ResGraphicsFile graphicsFile);