Searched refs:resShader (Results 1 – 5 of 5) sorted by relevance
93 ResReferenceShader resShader = ResDynamicCast<ResReferenceShader>(this->GetShader()); in Cleanup() local94 if (resShader.IsValid()) in Cleanup()96 resShader.ref().toTargetShader.set_ptr(NULL); in Cleanup()341 ResShader resShader, in SetupShader() argument348 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[all …]
117 ResShader resShader = graphicsFile.GetShaders(path); in GetReferenceShaderTarget() local119 if (resShader.IsValid()) in GetReferenceShaderTarget()121 ResReferenceShader refer = ResDynamicCast<ResReferenceShader>(resShader); in GetReferenceShaderTarget()136 referenceShader.ref().toTargetShader.set_ptr(resShader.ptr()); in GetReferenceShaderTarget()
31 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() argument140 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() argument220 ResReferenceShader resRefShader = ResDynamicCast<ResReferenceShader>( resShader ); in ResReferenceShader_Setup()
56 ResBinaryShader resShader = resMaterial.GetShader().Dereference(); in Material() local58 NW_ASSERT(resShader.IsValid()); in Material()60 resShader.GetDescriptions(resMaterial.GetShaderProgramDescriptionIndex()); in Material()
1562 void SetShader(ResShader resShader);1571 void ForceSetupShader(const char* targetName, ResShader resShader);1683 … Result SetupShader(os::IAllocator* allocator, ResShader resShader, ResGraphicsFile graphicsFile);