static void updateUniformsForParticleModel(QSSGRhiShaderPipeline &shaderPipeline, char *ubufData, const QSSGRenderModel *model, quint32 offset)
static void rhiPrepareRenderable(QSSGRhiShaderPipeline &shaderPipeline, QSSGPassKey passKey, QSSGRhiContext *rhiCtx, QSSGRhiGraphicsPipelineState *ps, QSSGParticlesRenderable &renderable, const QSSGLayerRenderData &inData, QRhiRenderPassDescriptor *renderPassDescriptor, int samples, int viewCount, QSSGRenderCamera *alteredCamera=nullptr, QSSGRenderTextureCubeFace cubeFace=QSSGRenderTextureCubeFaceNone, QSSGReflectionMapEntry *entry=nullptr)
static void updateUniformsForParticles(QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiContext *rhiCtx, char *ubufData, QSSGParticlesRenderable &renderable, const QSSGRenderCameraList &cameras)
static void rhiRenderRenderable(QSSGRhiContext *rhiCtx, QSSGParticlesRenderable &renderable, bool *needsSetViewport, QSSGRenderTextureCubeFace cubeFace, const QSSGRhiGraphicsPipelineState &state)
static void prepareParticlesForModel(QSSGRhiShaderPipeline &shaderPipeline, QSSGRhiContext *rhiCtx, QSSGRhiShaderResourceBindingList &bindings, const QSSGRenderModel *model)