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Searched refs:Dereference (Results 1 – 16 of 16) sorted by relevance

/NW4C-1.3.3/sources/libraries/gfx/res/
Dgfx_ResMaterial.cpp195 … resTextureMapper.GetTexture().Dereference().GetTypeInfo() != ResCubeTexture::TYPE_INFO) in SetupTextures()
200 ResTexture resImageTexture = resTextureMapper.GetTexture().Dereference(); in SetupTextures()
385 ResBinaryShader resBinaryShader = resShader.Dereference(); in SetupShader()
402 referenceShader.ref().toTargetShader.set_ptr(resShader.Dereference().ptr()); in SetShader()
459 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()
469 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()
480 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()
491 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()
503 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()
515 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()
Dgfx_ResShader.cpp42 ResShader::Dereference() in Dereference() function in nw::gfx::res::ResShader
58 return resRefShader.GetTargetShader().Dereference(); in Dereference()
71 ResShader::Dereference() const in Dereference() function in nw::gfx::res::ResShader
87 return resRefShader.GetTargetShader().Dereference(); in Dereference()
Dgfx_ResTextureMapper.cpp104 ResStaticCast<ResPixelBasedTexture>(texture.Dereference()); in SetTextureMipmapCommand()
140 ResTexture resImageTexture = resTexture.Dereference(); in ResPixelBasedTextureMapper_Setup()
502 referenceTexture.ref().toTargetTexture.set_ptr(resTexture.Dereference().ptr()); in SetTexture()
510 ResTexture resImageTexture = resTexture.Dereference(); in SetTexture()
Dgfx_ResLookupTable.cpp64 result |= ResImageLut_Setup(resLut.Dereference()); in ResReferenceLut_Setup()
Dgfx_ResMesh.cpp149 ResBinaryShader shader = material.GetShader().Dereference(); in Setup()
/NW4C-1.3.3/include/nw/gfx/res/
Dgfx_ResLookupTable.h86 NW_INLINE ResImageLookupTable Dereference();
87 NW_INLINE const ResImageLookupTable Dereference() const;
226 ResLookupTable::Dereference() in Dereference() function
254 ResLookupTable::Dereference() const in Dereference() function
Dgfx_ResTexture.h148 NW_INLINE ResTexture Dereference();
149 NW_INLINE const ResTexture Dereference() const;
880 ResTexture::Dereference() in Dereference() function
896 ResTexture::Dereference() const in Dereference() function
Dgfx_ResShader.h725 ResBinaryShader Dereference();
730 const ResBinaryShader Dereference() const;
Dgfx_ResFragmentShader.h440 return this->GetSampler().Dereference().IsAbs(); in NW_RES_FIELD_CLASS_DECL()
461 ResImageLookupTable resImageLookupTable = lookupTable.Dereference(); in SetSampler()
/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_MaterialState.cpp125 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
141 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
157 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
173 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
189 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
205 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
Dgfx_IRenderTarget.cpp57 ResPixelBasedTexture texture = ResStaticCast<ResPixelBasedTexture>(resTexture.Dereference()); in CreateOffScreenBuffer()
Dgfx_RenderContext.cpp653 …Device::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Dereference()); in ActivateFragmentLight()
680 …vice::ActivateFragmentLightSpotTable(index, resLight.GetAngleSampler().GetSampler().Dereference()); in ActivateFragmentLight()
681 …bs( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetSampler().Dereference().IsAbs() ); in ActivateFragmentLight()
690 …Device::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Dereference()); in ActivateFragmentLight()
Dgfx_Material.cpp54 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material()
/NW4C-1.3.3/demos/gfx/DynamicMaterialDemo/sources/
DDynamicMaterialDemo.cpp534 nw::gfx::res::ResTexture resTexture = resTextureMapper.GetTexture().Dereference(); in ChangeMaterial()
548 nw::gfx::res::ResLookupTable resLut = resLightingLut.GetSampler().Dereference(); in ChangeMaterial()
/NW4C-1.3.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp640 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()
/NW4C-1.3.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp662 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()