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| InvertYRenderer (const score::gfx::Node &n, score::gfx::TextureRenderTarget rt, QRhiReadbackResult &readback) |
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| score::gfx::TextureRenderTarget | renderTargetForInput (const score::gfx::Port &p) override |
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| void | finishFrame (score::gfx::RenderList &renderer, QRhiCommandBuffer &cb, QRhiResourceUpdateBatch *&res) override |
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| void | init (score::gfx::RenderList &renderer, QRhiResourceUpdateBatch &res) override |
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| void | update (score::gfx::RenderList &renderer, QRhiResourceUpdateBatch &res, score::gfx::Edge *edge) override |
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| void | release (score::gfx::RenderList &) override |
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void | updateReadback (QRhiReadbackResult &rb) |
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| void | removeOutputPass (RenderList &, Edge &) override |
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| NodeRenderer (const Node &node) |
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virtual BufferView | bufferForInput (const Port &input) |
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virtual BufferView | bufferForOutput (const Port &output) |
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| virtual QRhiTexture * | textureForOutput (const Port &output) |
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| virtual void | updateInputTexture (const Port &input, QRhiTexture *tex, QRhiTexture *depthTex=nullptr) |
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| virtual void | updateInputSamplerFilter (const Port &input, const RenderTargetSpecs &spec) |
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| virtual void | inputAboutToFinish (RenderList &renderer, const Port &p, QRhiResourceUpdateBatch *&) |
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virtual void | runInitialPasses (RenderList &, QRhiCommandBuffer &commands, QRhiResourceUpdateBatch *&res, Edge &edge) |
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virtual void | runRenderPass (RenderList &, QRhiCommandBuffer &commands, Edge &edge) |
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void | checkForChanges () |
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| void | syncRenderTargetIndex () |
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void | process (int32_t port, const ossia::geometry_spec &v) |
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void | process (int32_t port, const ossia::scene_spec &v) |
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virtual void | process (int32_t port, const ossia::transform3d &v) |
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| void | process (int32_t port, const ossia::geometry_spec &v, const void *source_key) |
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void | process (int32_t port, const ossia::scene_spec &v, const void *source_key) |
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| const ossia::geometry_spec * | findGeometryByPort (int32_t port) const |
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| template<typename F > |
| void | forEachSceneOnPort (int32_t port, F &&fn) const |
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| virtual void | initState (RenderList &renderer, QRhiResourceUpdateBatch &res) |
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| virtual void | releaseState (RenderList &renderer) |
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| virtual void | addOutputPass (RenderList &renderer, Edge &edge, QRhiResourceUpdateBatch &res) |
| | Create a pass for a new output edge (pipeline, SRB, processUBO).
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| virtual void | addInputEdge (RenderList &renderer, Edge &edge, QRhiResourceUpdateBatch &res) |
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| virtual void | removeInputEdge (RenderList &renderer, Edge &edge) |
| | Notify the renderer that an input edge was disconnected.
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| virtual bool | hasOutputPassForEdge (Edge &edge) const |
| | Check if this renderer already has an output pass for the given edge.
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| virtual void | seedInitialOutputs (RenderList &renderer) |
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