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Qt 6.x
The Qt SDK
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#include <qrhi_p.h>
Collaboration diagram for QRhiBatchedBindings< T >:Classes | |
| struct | Batch |
Public Member Functions | |
| void | feed (int binding, T resource) |
| bool | finish () |
| void | clear () |
| bool | operator== (const QRhiBatchedBindings< T > &other) const |
| bool | operator!= (const QRhiBatchedBindings< T > &other) const |
Public Attributes | |
| QVarLengthArray< Batch, 4 > | batches |
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inline |
Definition at line 548 of file qrhi_p.h.
References QRhiBatchedBindings< T >::batches, QVarLengthArray< T, Prealloc >::clear(), and QRhiBatchedBindings< T >::Batch::resources.
Referenced by QD3D11ShaderResourceBindings::StageUniformBufferBatches::clear(), QD3D11ShaderResourceBindings::StageSamplerBatches::clear(), QD3D11ShaderResourceBindings::StageUavBatches::clear(), and QMetalCommandBuffer::resetPerPassCachedState().
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inline |
Definition at line 529 of file qrhi_p.h.
References QVarLengthArray< T, Prealloc >::append(), QVarLengthArray< T, Prealloc >::clear(), QRhiBatchedBindings< T >::finish(), Q_ASSERT, QRhiBatchedBindings< T >::Batch::resources, and QRhiBatchedBindings< T >::Batch::startBinding.
Referenced by QRhiMetal::enqueueShaderResourceBindings(), and QRhiD3D11::updateShaderResourceBindings().
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inline |
Definition at line 542 of file qrhi_p.h.
References QRhiBatchedBindings< T >::batches, QVarLengthArray< T, Prealloc >::isEmpty(), and QRhiBatchedBindings< T >::Batch::resources.
Referenced by QRhiMetal::enqueueShaderResourceBindings(), QRhiBatchedBindings< T >::feed(), QD3D11ShaderResourceBindings::StageUniformBufferBatches::finish(), QD3D11ShaderResourceBindings::StageSamplerBatches::finish(), and QD3D11ShaderResourceBindings::StageUavBatches::finish().
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inline |
Definition at line 576 of file qrhi_p.h.
References QRhiBatchedBindings< T >::operator==(), and other().
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inline |
Definition at line 571 of file qrhi_p.h.
References QRhiBatchedBindings< T >::batches, and other().
Referenced by QRhiBatchedBindings< T >::operator!=().
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Definition at line 569 of file qrhi_p.h.
Referenced by applyDynamicOffsets(), QRhiBatchedBindings< T >::clear(), QRhiMetal::enqueueShaderResourceBindings(), QRhiBatchedBindings< T >::finish(), QRhiBatchedBindings< T >::operator==(), rebindShaderResources(), and QRhiMetal::tessellatedDraw().