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