Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::RenderPassExecutor Member List

This is the complete list of members for Divide::RenderPassExecutor, including all inherited members.

_cmdBufferDivide::RenderPassExecutorprivate
_contextDivide::RenderPassExecutorprivate
_drawCommandsDivide::RenderPassExecutorprivate
_indirectionBufferDivide::RenderPassExecutorprivate
_lightsUploadedDivide::RenderPassExecutorprivate
_materialBufferDivide::RenderPassExecutorprivate
_parentDivide::RenderPassExecutorprivate
_renderQueueDivide::RenderPassExecutorprivate
_renderQueuePackagesDivide::RenderPassExecutorprivate
_sortedQueuesDivide::RenderPassExecutorprivate
_stageDivide::RenderPassExecutorprivate
_transformBufferDivide::RenderPassExecutorprivate
_visibleNodesCacheDivide::RenderPassExecutorprivate
BufferIndirectionData typedefDivide::RenderPassExecutor
buildDrawCommands(PlayerIndex index, const RenderPassParams &params, bool doPrePass, bool doOITPass, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutorprivate
doCustomPass(PlayerIndex idx, Camera *camera, RenderPassParams params, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutor
g_invalidMaterialIndexDivide::RenderPassExecutorstatic
g_invalidTexturesIndexDivide::RenderPassExecutorstatic
INVALID_MAT_HASHDivide::RenderPassExecutorstatic
INVALID_TEX_HASHDivide::RenderPassExecutorstatic
mainPass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, RenderTarget &target, bool prePassExecuted, bool hasHiZ, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutorprivate
MATERIAL_IDXDivide::RenderPassExecutorstatic
MAX_INDIRECTION_ENTRIESDivide::RenderPassExecutorstatic
NodeIndirectionData typedefDivide::RenderPassExecutor
occlusionPass(PlayerIndex idx, const CameraSnapshot &cameraSnapshot, size_t visibleNodeCount, const RenderTargetID &sourceDepthBuffer, const RenderTargetID &targetHiZBuffer, GFX::CommandBuffer &bufferInOut) constDivide::RenderPassExecutorprivate
OnRenderingComponentCreation(RenderingComponent *rComp)Divide::RenderPassExecutorprivatestatic
OnRenderingComponentDestruction(RenderingComponent *rComp)Divide::RenderPassExecutorprivatestatic
OnShutdown(const GFXDevice &gfx)Divide::RenderPassExecutorstatic
OnStartup(const GFXDevice &gfx)Divide::RenderPassExecutorstatic
parseMaterialRange(RenderBin::SortedQueue &queue, U32 start, U32 end)Divide::RenderPassExecutorprivate
postInit(Handle< ShaderProgram > OITCompositionShader, Handle< ShaderProgram > OITCompositionShaderMS, Handle< ShaderProgram > ResolveGBufferShaderMS)Divide::RenderPassExecutor
postRender()Divide::RenderPassExecutor
prepareNodeData(PlayerIndex index, const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, bool hasInvalidNodes, const bool doPrePass, const bool doOITPass, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutorprivate
prepareRenderQueues(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, bool transparencyPass, RenderingOrder renderOrder, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutorprivate
prePass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutorprivate
processVisibleNodeMaterial(RenderingComponent *rComp, bool &cacheHit)Divide::RenderPassExecutorprivate
processVisibleNodeTransform(PlayerIndex index, RenderingComponent *rComp)Divide::RenderPassExecutorprivate
RenderingComponentDivide::RenderPassExecutorfriend
RenderPassExecutor(RenderPassManager &parent, GFXDevice &context, RenderStage stage)Divide::RenderPassExecutorexplicit
renderQueueSize() constDivide::RenderPassExecutorprivate
resolveMainScreenTarget(const RenderPassParams &params, GFX::CommandBuffer &bufferInOut) constDivide::RenderPassExecutorprivate
s_globalDataInitDivide::RenderPassExecutorprivatestatic
s_indirectionFreeListDivide::RenderPassExecutorprivatestatic
s_indirectionGlobalLockDivide::RenderPassExecutorprivatestatic
s_OITCompositionMSPipelineDivide::RenderPassExecutorprivatestatic
s_OITCompositionPipelineDivide::RenderPassExecutorprivatestatic
s_ResolveGBufferPipelineDivide::RenderPassExecutorprivatestatic
SELECTION_FLAGDivide::RenderPassExecutorstatic
TEXTURES_IDXDivide::RenderPassExecutorstatic
TRANSFORM_IDXDivide::RenderPassExecutorstatic
transparencyPass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutorprivate
validateNodesForStagePass(RenderStagePass stagePass)Divide::RenderPassExecutorprivate
woitPass(const RenderPassParams &params, const CameraSnapshot &cameraSnapshot, GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut)Divide::RenderPassExecutorprivate