本文整理汇总了C++中FShaderResourceParameter::GetBaseIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ FShaderResourceParameter::GetBaseIndex方法的具体用法?C++ FShaderResourceParameter::GetBaseIndex怎么用?C++ FShaderResourceParameter::GetBaseIndex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FShaderResourceParameter
的用法示例。
在下文中一共展示了FShaderResourceParameter::GetBaseIndex方法的3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(
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2: 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3: 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
}