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C++ FShaderResourceParameter::IsBound方法代码示例

本文整理汇总了C++中FShaderResourceParameter::IsBound方法的典型用法代码示例。如果您正苦于以下问题:C++ FShaderResourceParameter::IsBound方法的具体用法?C++ FShaderResourceParameter::IsBound怎么用?C++ FShaderResourceParameter::IsBound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FShaderResourceParameter的用法示例。


在下文中一共展示了FShaderResourceParameter::IsBound方法的8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
    }
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:28,代码来源:LightPropagationVolumeVisualisation.cpp

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 );
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:34,代码来源:PostProcessLpvIndirect.cpp

示例3: 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);
	}
开发者ID:colwalder,项目名称:unrealengine,代码行数:28,代码来源:PostProcessHistogramReduce.cpp

示例4: 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);
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:28,代码来源:PostProcessLpvIndirect.cpp

示例5: SetSourceTexture

	void SetSourceTexture(FTextureRHIRef Texture)
	{
		if (bDrawingTile && SourceTexture.IsBound())
		{
			const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

			SetTextureParameter(
				ShaderRHI,
				SourceTexture,
				SourceTextureSampler,
				TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI(),
				Texture);
		}
	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:14,代码来源:PostProcessVisualizeBuffer.cpp

示例6: SetVS

	void SetVS(const FRenderingCompositePassContext& Context)
	{
		const FVertexShaderRHIParamRef ShaderRHI = GetVertexShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		PostprocessParameter.SetVS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		if(EyeAdaptation.IsBound())
		{
			if (Context.View.HasValidEyeAdaptation())
			{
				IPooledRenderTarget* EyeAdaptationRT = Context.View.GetEyeAdaptation(Context.RHICmdList);
				SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptation, EyeAdaptationRT->GetRenderTargetItem().TargetableTexture);
			}
			else
			{
				SetTextureParameter(Context.RHICmdList, ShaderRHI, EyeAdaptation, GWhiteTexture->TextureRHI);
			}
		}
	}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:21,代码来源:PostProcessBloomSetup.cpp

示例7: SetParameters

	void SetParameters(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);
		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);
		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Bilinear,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		FSceneRenderTargets& SceneContext = FSceneRenderTargets::Get(Context.RHICmdList);
		FIntPoint OutScaledSize;
		float OutScale;
		SceneContext.GetSeparateTranslucencyDimensions(OutScaledSize, OutScale);

		SetShaderValue(Context.RHICmdList, ShaderRHI, SeparateTranslucencyResMultParam, FVector4(OutScale, OutScale, OutScale, OutScale));

		{
			FVector4 DepthOfFieldParamValues[2];

			FRCPassPostProcessBokehDOF::ComputeDepthOfFieldParams(Context, DepthOfFieldParamValues);

			SetShaderValueArray(Context.RHICmdList, ShaderRHI, DepthOfFieldParams, DepthOfFieldParamValues, 2);
		}

		if (UseNearestDepthNeighborUpsample())
		{
			check(SceneContext.IsSeparateTranslucencyDepthValid());
			FTextureRHIParamRef LowResDepth = SceneContext.GetSeparateTranslucencyDepthSurface();
			SetTextureParameter(Context.RHICmdList, ShaderRHI, LowResDepthTexture, LowResDepth);

			const auto& BuiltinSamplersUBParameter = GetUniformBufferParameter<FBuiltinSamplersParameters>();
			SetUniformBufferParameter(Context.RHICmdList, ShaderRHI, BuiltinSamplersUBParameter, GBuiltinSamplersUniformBuffer.GetUniformBufferRHI());
		}
		else
		{
			checkSlow(!LowResDepthTexture.IsBound());
		}
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:37,代码来源:PostProcessBokehDOFRecombine.cpp

示例8: SetPS

	void SetPS(const FRenderingCompositePassContext& Context)
	{
		const FPixelShaderRHIParamRef ShaderRHI = GetPixelShader();

		FGlobalShader::SetParameters(Context.RHICmdList, ShaderRHI, Context.View);

		DeferredParameters.Set(Context.RHICmdList, ShaderRHI, Context.View);

		const FPostProcessSettings& Settings = Context.View.FinalPostProcessSettings;
		const FSceneViewFamily& ViewFamily = *(Context.View.Family);
		FSceneViewState* ViewState = (FSceneViewState*)Context.View.State;

		PostprocessParameter.SetPS(ShaderRHI, Context, TStaticSamplerState<SF_Point,AM_Clamp,AM_Clamp,AM_Clamp>::GetRHI());

		// PostprocessInput1MS and EditorPrimitivesStencil
		{
			FRenderingCompositeOutputRef* OutputRef = Context.Pass->GetInput(ePId_Input1);

			check(OutputRef);

			FRenderingCompositeOutput* Input = OutputRef->GetOutput();

			check(Input);

			TRefCountPtr<IPooledRenderTarget> InputPooledElement = Input->RequestInput();

			check(InputPooledElement);

			FTexture2DRHIRef& TargetableTexture = (FTexture2DRHIRef&)InputPooledElement->GetRenderTargetItem().TargetableTexture;

			SetTextureParameter(Context.RHICmdList, ShaderRHI, PostprocessInput1MS, TargetableTexture);

			if(EditorPrimitivesStencil.IsBound())
			{
				// cache the stencil SRV to avoid create calls each frame (the cache element is stored in the state)
				if(ViewState->SelectionOutlineCacheKey != TargetableTexture)
				{
					// release if not the right one (as the internally SRV stores a pointer to the texture we cannot get a false positive)
					ViewState->SelectionOutlineCacheKey.SafeRelease();
					ViewState->SelectionOutlineCacheValue.SafeRelease();
				}

				if(!ViewState->SelectionOutlineCacheValue)
				{
					// create if needed
					ViewState->SelectionOutlineCacheKey = TargetableTexture;
					ViewState->SelectionOutlineCacheValue = RHICreateShaderResourceView(TargetableTexture, 0, 1, PF_X24_G8);
				}

				SetSRVParameter(Context.RHICmdList, ShaderRHI, EditorPrimitivesStencil, ViewState->SelectionOutlineCacheValue);
		}
		}

#if WITH_EDITOR
		{
			FLinearColor OutlineColorValue = Context.View.SelectionOutlineColor;
			FLinearColor SubduedOutlineColorValue = Context.View.SubduedSelectionOutlineColor;
			OutlineColorValue.A = GEngine->SelectionHighlightIntensity;

			SetShaderValue(Context.RHICmdList, ShaderRHI, OutlineColor, OutlineColorValue);
			SetShaderValue(Context.RHICmdList, ShaderRHI, SubduedOutlineColor, SubduedOutlineColorValue);
			SetShaderValue(Context.RHICmdList, ShaderRHI, BSPSelectionIntensity, GEngine->BSPSelectionHighlightIntensity);
		}
#else
		check(!"This shader is not used outside of the Editor.");
#endif

		{
			static const auto CVar = IConsoleManager::Get().FindTConsoleVariableDataFloat(TEXT("r.Editor.MovingPattern"));
		
			FLinearColor Value(0, CVar->GetValueOnRenderThread(), 0, 0);

			if(!ViewFamily.bRealtimeUpdate)
			{
				// no animation if realtime update is disabled
				Value.G = 0;
			}

			SetShaderValue(Context.RHICmdList, ShaderRHI, EditorRenderParams, Value);
		}
	}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:81,代码来源:PostProcessSelectionOutline.cpp


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