Searched refs:Dereference (Results 1 – 17 of 17) sorted by relevance
203 … resTextureMapper.GetTexture().Dereference().GetTypeInfo() != ResCubeTexture::TYPE_INFO) in SetupTextures()208 ResTexture resImageTexture = resTextureMapper.GetTexture().Dereference(); in SetupTextures()393 ResBinaryShader resBinaryShader = resShader.Dereference(); in SetupShader()410 referenceShader.ref().toTargetShader.set_ptr(resShader.Dereference().ptr()); in SetShader()467 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()477 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()488 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()499 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()511 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()523 ResImageLookupTable imageLut = refLut.Dereference(); in CalcFragmentLightingTableHash()[all …]
44 ResShader::Dereference() in Dereference() function in nw::gfx::res::ResShader60 return resRefShader.GetTargetShader().Dereference(); in Dereference()73 ResShader::Dereference() const in Dereference() function in nw::gfx::res::ResShader89 return resRefShader.GetTargetShader().Dereference(); in Dereference()
106 ResStaticCast<ResPixelBasedTexture>(texture.Dereference()); in SetTextureMipmapCommand()142 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()907 ResTexture resImageTexture = refer.Dereference(); in ForceSetupTexture()
66 result |= ResImageLut_Setup(resLut.Dereference()); in ResReferenceLut_Setup()
151 ResBinaryShader shader = material.GetShader().Dereference(); in Setup()
88 NW_INLINE ResImageLookupTable Dereference();89 NW_INLINE const ResImageLookupTable Dereference() const;234 ResLookupTable::Dereference() in Dereference() function262 ResLookupTable::Dereference() const in Dereference() function
150 NW_INLINE ResTexture Dereference();151 NW_INLINE const ResTexture Dereference() const;1033 ResTexture::Dereference() in Dereference() function1049 ResTexture::Dereference() const in Dereference() function
728 ResBinaryShader Dereference();733 const ResBinaryShader Dereference() const;
442 return this->GetSampler().Dereference().IsAbs(); in NW_RES_FIELD_CLASS_DECL()463 ResImageLookupTable resImageLookupTable = lookupTable.Dereference(); in SetSampler()478 ResImageLookupTable resImageLookupTable = lookupTable.Dereference(); in ForceSetupSampler()
127 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()143 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()159 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()175 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()191 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()207 lookupTable = lightingLookupTable.GetSampler().Dereference(); in ActivateFragmentLightingTable()
59 ResPixelBasedTexture texture = ResStaticCast<ResPixelBasedTexture>(resTexture.Dereference()); in CreateOffScreenBuffer()
655 …Device::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Dereference()); in ActivateFragmentLight()682 …vice::ActivateFragmentLightSpotTable(index, resLight.GetAngleSampler().GetSampler().Dereference()); in ActivateFragmentLight()683 …bs( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetSampler().Dereference().IsAbs() ); in ActivateFragmentLight()692 …Device::ActivateFragmentLightDistanceAttnTable(index, resLight.GetDistanceSampler().Dereference()); in ActivateFragmentLight()
327 distanceSampler->toTargetLut.set_ptr(srcDistanceSampler.Dereference().ptr()); in CloneResFragmentLight()355 … referenceAngleSampler->toTargetLut.set_ptr(srcReferenceAngleSampler.Dereference().ptr()); in CloneResFragmentLight()
56 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material()
536 nw::gfx::res::ResTexture resTexture = resTextureMapper.GetTexture().Dereference(); in ChangeMaterial()550 nw::gfx::res::ResLookupTable resLut = resLightingLut.GetSampler().Dereference(); in ChangeMaterial()
642 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()
664 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()