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Nameless Engine
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This is the complete list of members for ne::ShaderLightArray, including all inherited members.
| create(Renderer *pRenderer, const std::string &sShaderLightResourceName, const std::function< void(size_t)> &onSizeChanged, const std::optional< std::pair< std::function< void(size_t)>, std::string > > &optionalOnLightsInCameraFrustumCulled) | ne::ShaderLightArray | static |
| freeSlot(ShaderLightArraySlot *pSlot) | ne::ShaderLightArray | private |
| getInternalResources() | ne::ShaderLightArray | |
| getShaderResourceName() const | ne::ShaderLightArray | |
| iElementSizeInBytes | ne::ShaderLightArray | private |
| LightingShaderResourceManager (defined in ne::ShaderLightArray) | ne::ShaderLightArray | friend |
| markSlotAsNeedsUpdate(ShaderLightArraySlot *pSlot) | ne::ShaderLightArray | private |
| mtxResources | ne::ShaderLightArray | private |
| onLightsInCameraFrustumCulled(size_t iCurrentFrameResourceIndex) | ne::ShaderLightArray | private |
| onSizeChanged | ne::ShaderLightArray | private |
| optionalCallbackOnLightsInCameraFrustumCulled | ne::ShaderLightArray | private |
| pRenderer | ne::ShaderLightArray | private |
| recreateArray(bool bIsInitialization=false) | ne::ShaderLightArray | private |
| Renderer (defined in ne::ShaderLightArray) | ne::ShaderLightArray | friend |
| reserveNewSlot(Node *pSpawnedOwnerLightNode, size_t iDataSizeInBytes, const std::function< void *()> &startUpdateCallback, const std::function< void()> &finishUpdateCallback) | ne::ShaderLightArray | |
| ShaderLightArray()=delete (defined in ne::ShaderLightArray) | ne::ShaderLightArray | |
| ShaderLightArray(Renderer *pRenderer, const std::string &sShaderLightResourceName, const std::function< void(size_t)> &onSizeChanged, const std::optional< std::function< void(size_t)> > &optionalCallbackOnLightsInCameraFrustumCulled, const std::string &sIndicesLightsInFrustumShaderResourceName="") | ne::ShaderLightArray | private |
| ShaderLightArraySlot (defined in ne::ShaderLightArray) | ne::ShaderLightArray | friend |
| sShaderLightResourceName | ne::ShaderLightArray | private |
| updateBindingsInAllPipelines() | ne::ShaderLightArray | private |
| updatePipelineBinding(Pipeline *pPipeline) | ne::ShaderLightArray | private |
| updateSlotsMarkedAsNeedsUpdate(size_t iCurrentFrameResourceIndex) | ne::ShaderLightArray | private |
| ~ShaderLightArray() | ne::ShaderLightArray |