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Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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This is the complete list of members for Divide::RenderPassExecutor, including all inherited members.
_cmdBuffer | Divide::RenderPassExecutor | private |
_context | Divide::RenderPassExecutor | private |
_drawCommands | Divide::RenderPassExecutor | private |
_indirectionBuffer | Divide::RenderPassExecutor | private |
_lightsUploaded | Divide::RenderPassExecutor | private |
_materialBuffer | Divide::RenderPassExecutor | private |
_parent | Divide::RenderPassExecutor | private |
_renderQueue | Divide::RenderPassExecutor | private |
_renderQueuePackages | Divide::RenderPassExecutor | private |
_sortedQueues | Divide::RenderPassExecutor | private |
_stage | Divide::RenderPassExecutor | private |
_transformBuffer | Divide::RenderPassExecutor | private |
_visibleNodesCache | Divide::RenderPassExecutor | private |
BufferIndirectionData typedef | Divide::RenderPassExecutor | |
buildDrawCommands(PlayerIndex index, const RenderPassParams ¶ms, bool doPrePass, bool doOITPass, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | private |
doCustomPass(PlayerIndex idx, Camera *camera, RenderPassParams params, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | |
g_invalidMaterialIndex | Divide::RenderPassExecutor | static |
g_invalidTexturesIndex | Divide::RenderPassExecutor | static |
INVALID_MAT_HASH | Divide::RenderPassExecutor | static |
INVALID_TEX_HASH | Divide::RenderPassExecutor | static |
mainPass(const RenderPassParams ¶ms, const CameraSnapshot &cameraSnapshot, RenderTarget &target, bool prePassExecuted, bool hasHiZ, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | private |
MATERIAL_IDX | Divide::RenderPassExecutor | static |
MAX_INDIRECTION_ENTRIES | Divide::RenderPassExecutor | static |
NodeIndirectionData typedef | Divide::RenderPassExecutor | |
occlusionPass(PlayerIndex idx, const CameraSnapshot &cameraSnapshot, size_t visibleNodeCount, const RenderTargetID &sourceDepthBuffer, const RenderTargetID &targetHiZBuffer, GFX::CommandBuffer &bufferInOut) const | Divide::RenderPassExecutor | private |
OnRenderingComponentCreation(RenderingComponent *rComp) | Divide::RenderPassExecutor | privatestatic |
OnRenderingComponentDestruction(RenderingComponent *rComp) | Divide::RenderPassExecutor | privatestatic |
OnShutdown(const GFXDevice &gfx) | Divide::RenderPassExecutor | static |
OnStartup(const GFXDevice &gfx) | Divide::RenderPassExecutor | static |
parseMaterialRange(RenderBin::SortedQueue &queue, U32 start, U32 end) | Divide::RenderPassExecutor | private |
postInit(Handle< ShaderProgram > OITCompositionShader, Handle< ShaderProgram > OITCompositionShaderMS, Handle< ShaderProgram > ResolveGBufferShaderMS) | Divide::RenderPassExecutor | |
postRender() | Divide::RenderPassExecutor | |
prepareNodeData(PlayerIndex index, const RenderPassParams ¶ms, const CameraSnapshot &cameraSnapshot, bool hasInvalidNodes, const bool doPrePass, const bool doOITPass, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | private |
prepareRenderQueues(const RenderPassParams ¶ms, const CameraSnapshot &cameraSnapshot, bool transparencyPass, RenderingOrder renderOrder, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | private |
prePass(const RenderPassParams ¶ms, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | private |
processVisibleNodeMaterial(RenderingComponent *rComp, bool &cacheHit) | Divide::RenderPassExecutor | private |
processVisibleNodeTransform(PlayerIndex index, RenderingComponent *rComp) | Divide::RenderPassExecutor | private |
RenderingComponent | Divide::RenderPassExecutor | friend |
RenderPassExecutor(RenderPassManager &parent, GFXDevice &context, RenderStage stage) | Divide::RenderPassExecutor | explicit |
renderQueueSize() const | Divide::RenderPassExecutor | private |
resolveMainScreenTarget(const RenderPassParams ¶ms, GFX::CommandBuffer &bufferInOut) const | Divide::RenderPassExecutor | private |
s_globalDataInit | Divide::RenderPassExecutor | privatestatic |
s_indirectionFreeList | Divide::RenderPassExecutor | privatestatic |
s_indirectionGlobalLock | Divide::RenderPassExecutor | privatestatic |
s_OITCompositionMSPipeline | Divide::RenderPassExecutor | privatestatic |
s_OITCompositionPipeline | Divide::RenderPassExecutor | privatestatic |
s_ResolveGBufferPipeline | Divide::RenderPassExecutor | privatestatic |
SELECTION_FLAG | Divide::RenderPassExecutor | static |
TEXTURES_IDX | Divide::RenderPassExecutor | static |
TRANSFORM_IDX | Divide::RenderPassExecutor | static |
transparencyPass(const RenderPassParams ¶ms, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | private |
validateNodesForStagePass(RenderStagePass stagePass) | Divide::RenderPassExecutor | private |
woitPass(const RenderPassParams ¶ms, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut) | Divide::RenderPassExecutor | private |