QSGMaterialRhiShader.RenderState
clone()
final boolean
equals(QSGMaterialRhiShader.RenderState value2)
operator==(QSGMaterialRhiShader::RenderState,QSGMaterialRhiShader::RenderState)
boolean
updateGraphicsPipelineState(QSGMaterialRhiShader.RenderState state, QSGMaterialRhiShader.GraphicsPipelineState ps, QSGMaterial newMaterial, QSGMaterial oldMaterial)
QSGMaterialRhiShader::updateGraphicsPipelineState(QSGMaterialRhiShader::RenderState&,QSGMaterialRhiShader::GraphicsPipelineState*,QSGMaterial*,QSGMaterial*)
void
updateSampledImage(QSGMaterialRhiShader.RenderState state, int binding, QSGTexture [] texture, QSGMaterial newMaterial, QSGMaterial oldMaterial)
QSGMaterialRhiShader::updateSampledImage(QSGMaterialRhiShader::RenderState&,int,QSGTexture**,QSGMaterial*,QSGMaterial*)
updateUniformData(QSGMaterialRhiShader.RenderState state, QSGMaterial newMaterial, QSGMaterial oldMaterial)
QSGMaterialRhiShader::updateUniformData(QSGMaterialRhiShader::RenderState&,QSGMaterial*,QSGMaterial*)