本文整理汇总了C++中FRHICommandList::SetShaderTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ FRHICommandList::SetShaderTexture方法的具体用法?C++ FRHICommandList::SetShaderTexture怎么用?C++ FRHICommandList::SetShaderTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FRHICommandList
的用法示例。
在下文中一共展示了FRHICommandList::SetShaderTexture方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: UnbindBuffers
void UnbindBuffers(FRHICommandList& RHICmdList)
{
// TODO: Is this necessary here?
FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
#if LPV_VOLUME_TEXTURE
for ( int i=0; i<7; i++ )
{
if ( LpvBufferSRVParameters[i].IsBound() )
{
RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), FTextureRHIParamRef());
}
}
#else
if ( InLpvBuffer.IsBound() ) RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InLpvBuffer.GetBaseIndex(), FShaderResourceViewRHIParamRef() );
#endif
#if LPV_GV_VOLUME_TEXTURE
for ( int i=0; i<3; i++ )
{
if ( GvBufferSRVParameters[i].IsBound() )
{
RHICmdList.SetShaderTexture(ShaderRHI, GvBufferSRVParameters[i].GetBaseIndex(), FTextureRHIParamRef());
}
}
#else
if ( InGvBuffer.IsBound() ) RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InGvBuffer.GetBaseIndex(), FShaderResourceViewRHIParamRef() );
#endif
}
示例2: SetParameters
void SetParameters(
FRHICommandList& RHICmdList,
const FLightPropagationVolume* LPV,
const FSceneView& View )
{
FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View);
#if LPV_VOLUME_TEXTURE
for ( int i=0; i<7; i++ )
{
FTextureRHIParamRef LpvBufferSrv = LPV->LpvVolumeTextures[ 1-LPV->mWriteBufferIndex ][i]->GetRenderTargetItem().ShaderResourceTexture;
if ( LpvBufferSRVParameters[i].IsBound() )
{
RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSrv);
}
SetTextureParameter(RHICmdList, ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), LpvBufferSrv );
}
#else
if ( InLpvBuffer.IsBound() )
{
RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InLpvBuffer.GetBaseIndex(), LPV->mLpvBuffers[ LPV->mWriteBufferIndex ]->SRV );
}
#endif
#if LPV_GV_VOLUME_TEXTURE
for ( int i=0; i<3; i++ )
{
FTextureRHIParamRef GvBufferSrv = LPV->GvVolumeTextures[i]->GetRenderTargetItem().ShaderResourceTexture;
if ( GvBufferSRVParameters[i].IsBound() )
{
RHICmdList.SetShaderTexture(ShaderRHI, GvBufferSRVParameters[i].GetBaseIndex(), GvBufferSrv);
}
SetTextureParameter(RHICmdList, ShaderRHI, GvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), GvBufferSrv );
}
#else
if ( InGvBuffer.IsBound() )
{
RHICmdList.SetShaderResourceViewParameter( ShaderRHI, InGvBuffer.GetBaseIndex(), LPV->GvBuffer->SRV );
}
#endif
}