本文整理汇总了C++中FShaderResourceParameter类的典型用法代码示例。如果您正苦于以下问题:C++ FShaderResourceParameter类的具体用法?C++ FShaderResourceParameter怎么用?C++ FShaderResourceParameter使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了FShaderResourceParameter类的15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: SetParameters
void SetParameters(
#if LPV_VOLUME_TEXTURE
FTextureRHIParamRef* LpvBufferSRVsIn,
#else
FShaderResourceViewRHIParamRef LpvBufferSRVIn,
#endif
FLpvReadUniformBufferRef LpvUniformBuffer,
const FRenderingCompositePassContext& Context )
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
SetUniformBufferParameter( ShaderRHI, GetUniformBufferParameter<FLpvReadUniformBufferParameters>(), LpvUniformBuffer );
#if LPV_VOLUME_TEXTURE
for ( int i=0; i<7; i++ )
{
if ( LpvBufferSRVParameters[i].IsBound() )
{
RHISetShaderTexture( ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSRVsIn[i] );
SetTextureParameter( ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), LpvBufferSRVsIn[i] );
}
}
#else
if ( LpvBufferSRV.IsBound() )
{
RHISetShaderResourceViewParameter( ShaderRHI, LpvBufferSRV.GetBaseIndex(), LpvBufferSRVIn );
}
#endif
FGlobalShader::SetParameters(ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
DeferredParameters.Set(ShaderRHI, Context.View);
SetTextureParameter( ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture );
}
示例2: FGlobalShader
/** Initialization constructor. */
FPostProcessLensBlurPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
LensTexture.Bind(Initializer.ParameterMap,TEXT("LensTexture"));
LensTextureSampler.Bind(Initializer.ParameterMap,TEXT("LensTextureSampler"));
}
示例3: SetParameters
void SetParameters(
FTextureRHIParamRef* LpvBufferSRVsIn,
FTextureRHIParamRef AOVolumeTextureSRVIn,
FLpvReadUniformBufferRef LpvUniformBuffer,
const FRenderingCompositePassContext& Context )
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, GetUniformBufferParameter<FLpvReadUniformBufferParameters>(), LpvUniformBuffer);
for ( int i=0; i<7; i++ )
{
if ( LpvBufferSRVParameters[i].IsBound() )
{
Context.RHICmdList.SetShaderTexture(ShaderRHI, LpvBufferSRVParameters[i].GetBaseIndex(), LpvBufferSRVsIn[i]);
SetTextureParameter(Context.RHICmdList, ShaderRHI, LpvBufferSRVParameters[i], LpvVolumeTextureSampler, TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI(), LpvBufferSRVsIn[i]);
}
}
if ( AOVolumeTextureSRVParameter.IsBound() )
{
Context.RHICmdList.SetShaderTexture(ShaderRHI, AOVolumeTextureSRVParameter.GetBaseIndex(), AOVolumeTextureSRVIn );
}
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI());
DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
SetTextureParameter(Context.RHICmdList, ShaderRHI, PreIntegratedGF, PreIntegratedGFSampler, TStaticSamplerState<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI(), GSystemTextures.PreintegratedGF->GetRenderTargetItem().ShaderResourceTexture);
}
示例4: 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5: FGlobalShader
/** Initialization constructor. */
FPostProcessLpvDirectionalOcclusionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
LpvVolumeTextureSampler.Bind(Initializer.ParameterMap, TEXT("gLpv3DTextureSampler"));
AOVolumeTextureSRVParameter.Bind( Initializer.ParameterMap, TEXT("gAOVolumeTexture") );
}
示例6: FGammaCorrectionPS
/** Initialization constructor. */
FGammaCorrectionPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
SceneTexture.Bind(Initializer.ParameterMap,TEXT("SceneColorTexture"));
SceneTextureSampler.Bind(Initializer.ParameterMap,TEXT("SceneColorTextureSampler"));
InverseGamma.Bind(Initializer.ParameterMap,TEXT("InverseGamma"));
ColorScale.Bind(Initializer.ParameterMap,TEXT("ColorScale"));
OverlayColor.Bind(Initializer.ParameterMap,TEXT("OverlayColor"));
}
示例7: FGlobalShader
THZBBuildPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
InvSizeParameter.Bind( Initializer.ParameterMap, TEXT("InvSize") );
InputUvFactorAndOffsetParameter.Bind( Initializer.ParameterMap, TEXT("InputUvFactorAndOffset") );
InputViewportMaxBoundParameter.Bind( Initializer.ParameterMap, TEXT("InputViewportMaxBound") );
SceneTextureParameters.Bind( Initializer.ParameterMap );
TextureParameter.Bind( Initializer.ParameterMap, TEXT("Texture") );
TextureParameterSampler.Bind( Initializer.ParameterMap, TEXT("TextureSampler") );
}
示例8: FGlobalShader
FRTWriteMaskDecodeCS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
RTWriteMaskDimensions.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskDimensions"));
OutCombinedRTWriteMask.Bind(Initializer.ParameterMap, TEXT("OutCombinedRTWriteMask"));
RTWriteMaskInput0.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput0"));
RTWriteMaskInput1.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput1"));
RTWriteMaskInput2.Bind(Initializer.ParameterMap, TEXT("RTWriteMaskInput2"));
UtilizeMask.Bind(Initializer.ParameterMap, TEXT("UtilizeMask"));
}
示例9: FGlobalShader
/** Initialization constructor. */
FPostProcessSelectionOutlinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
OutlineColor.Bind(Initializer.ParameterMap, TEXT("OutlineColor"));
BSPSelectionIntensity.Bind(Initializer.ParameterMap, TEXT("BSPSelectionIntensity"));
PostprocessInput1MS.Bind(Initializer.ParameterMap, TEXT("PostprocessInput1MS"));
EditorRenderParams.Bind(Initializer.ParameterMap, TEXT("EditorRenderParams"));
EditorPrimitivesStencil.Bind(Initializer.ParameterMap,TEXT("EditorPrimitivesStencil"));
}
示例10: FGlobalShader
/** Initialization constructor. */
FPostProcessVisualizeBufferPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
if (bDrawingTile)
{
SourceTexture.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0"));
SourceTextureSampler.Bind(Initializer.ParameterMap, TEXT("PostprocessInput0Sampler"));
}
}
示例11: SetPS
void SetPS(const FRenderingCompositePassContext& Context, uint32 LoopSizeValue)
{
const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();
FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());
SetShaderValue(Context.RHICmdList, ShaderRHI, LoopSize, LoopSizeValue);
if(EyeAdaptationTexture.IsBound())
{
if (Context.View.HasValidEyeAdaptation())
{
IPooledRenderTarget* EyeAdaptationRT = Context.View.GetEyeAdaptation();
SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, EyeAdaptationRT->GetRenderTargetItem().TargetableTexture);
}
else
{
// some views don't have a state, thumbnail rendering?
SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptationTexture, GWhiteTexture->TextureRHI);
}
}
// todo
FVector4 EyeAdapationTemporalParamsValue(0, 0, 0, 0);
SetShaderValue(Context.RHICmdList, ShaderRHI, EyeAdapationTemporalParams, EyeAdapationTemporalParamsValue);
}
示例12: FGlobalShader
/** Initialization constructor. */
FPostProcessGBufferHintsPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
EyeAdaptationParams.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationParams"));
MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
}
示例13: FGlobalShader
/** Initialization constructor. */
FPostProcessHistogramReducePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
LoopSize.Bind(Initializer.ParameterMap, TEXT("LoopSize"));
EyeAdaptationTexture.Bind(Initializer.ParameterMap, TEXT("EyeAdaptationTexture"));
EyeAdapationTemporalParams.Bind(Initializer.ParameterMap, TEXT("EyeAdapationTemporalParams"));
}
示例14: FGlobalShader
/** Initialization constructor. */
FPostProcessSubsurfaceVisualizePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
MiniFontTexture.Bind(Initializer.ParameterMap, TEXT("MiniFontTexture"));
SubsurfaceParameters.Bind(Initializer.ParameterMap);
}
示例15: FGlobalShader
/** Initialization constructor. */
FPostProcessBokehDOFRecombinePS(const ShaderMetaType::CompiledShaderInitializerType& Initializer)
: FGlobalShader(Initializer)
{
PostprocessParameter.Bind(Initializer.ParameterMap);
DeferredParameters.Bind(Initializer.ParameterMap);
DepthOfFieldParams.Bind(Initializer.ParameterMap,TEXT("DepthOfFieldParams"));
SeparateTranslucencyResMultParam.Bind(Initializer.ParameterMap, TEXT("SeparateTranslucencyResMult"));
LowResDepthTexture.Bind(Initializer.ParameterMap, TEXT("LowResDepthTexture"));
}