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Searched refs:Dereference (Results 1 – 17 of 17) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/res/
Dgfx_ResMaterial.cpp203 … 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()
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Dgfx_ResShader.cpp44 ResShader::Dereference() in Dereference() function in nw::gfx::res::ResShader
60 return resRefShader.GetTargetShader().Dereference(); in Dereference()
73 ResShader::Dereference() const in Dereference() function in nw::gfx::res::ResShader
89 return resRefShader.GetTargetShader().Dereference(); in Dereference()
Dgfx_ResTextureMapper.cpp106 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()
Dgfx_ResLookupTable.cpp66 result |= ResImageLut_Setup(resLut.Dereference()); in ResReferenceLut_Setup()
Dgfx_ResMesh.cpp151 ResBinaryShader shader = material.GetShader().Dereference(); in Setup()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResLookupTable.h88 NW_INLINE ResImageLookupTable Dereference();
89 NW_INLINE const ResImageLookupTable Dereference() const;
234 ResLookupTable::Dereference() in Dereference() function
262 ResLookupTable::Dereference() const in Dereference() function
Dgfx_ResTexture.h150 NW_INLINE ResTexture Dereference();
151 NW_INLINE const ResTexture Dereference() const;
1033 ResTexture::Dereference() in Dereference() function
1049 ResTexture::Dereference() const in Dereference() function
Dgfx_ResShader.h728 ResBinaryShader Dereference();
733 const ResBinaryShader Dereference() const;
Dgfx_ResFragmentShader.h442 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()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_MaterialState.cpp127 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()
Dgfx_IRenderTarget.cpp59 ResPixelBasedTexture texture = ResStaticCast<ResPixelBasedTexture>(resTexture.Dereference()); in CreateOffScreenBuffer()
Dgfx_RenderContext.cpp655 …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()
Dgfx_FragmentLight.cpp327 distanceSampler->toTargetLut.set_ptr(srcDistanceSampler.Dereference().ptr()); in CloneResFragmentLight()
355 … referenceAngleSampler->toTargetLut.set_ptr(srcReferenceAngleSampler.Dereference().ptr()); in CloneResFragmentLight()
Dgfx_Material.cpp56 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material()
/NW4C-2.0.3/demos/gfx/DynamicMaterialDemo/sources/
DDynamicMaterialDemo.cpp536 nw::gfx::res::ResTexture resTexture = resTextureMapper.GetTexture().Dereference(); in ChangeMaterial()
550 nw::gfx::res::ResLookupTable resLut = resLightingLut.GetSampler().Dereference(); in ChangeMaterial()
/NW4C-2.0.3/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp642 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()
/NW4C-2.0.3/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp664 nw::gfx::ResTexture dummyTexture = resTextureMapper.GetTexture().Dereference(); in SetupShadowMaterial()