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Key used to map a set of unique decl/vs/ps combinations to a vertex shader resource
| Name | FBoundShaderStateKey |
| Type | class |
| Header File | /Engine/Source/Runtime/RHI/Public/BoundShaderStateCache.h |
| Include Path | #include "BoundShaderStateCache.h" |
Syntax
class FBoundShaderStateKey
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBoundShaderStateKey
(
FRHIMeshShader* InMeshShader, |
Initialization constructor. | BoundShaderStateCache.h | |
FBoundShaderStateKey
(
FRHIVertexDeclaration* InVertexDeclaration, |
Initialization constructor. | BoundShaderStateCache.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AmplificationShader | FAmplificationShaderRHIRef | As for this combination | BoundShaderStateCache.h | |
| GeometryShader | FGeometryShaderRHIRef | Gs for this combination | BoundShaderStateCache.h | |
| MeshShader | FMeshShaderRHIRef | Ms for this combination | BoundShaderStateCache.h | |
| PixelShader | FPixelShaderRHIRef | Ps for this combination | BoundShaderStateCache.h | |
| VertexDeclaration | FVertexDeclarationRHIRef | Note: We intentionally do use ...Ref, not ...ParamRef to get AddRef() for object to prevent and rare issue that happened before. | BoundShaderStateCache.h | |
| VertexShader | FVertexShaderRHIRef | Vs for this combination | BoundShaderStateCache.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRHIAmplificationShader * GetAmplificationShader() |
BoundShaderStateCache.h | ||
FRHIGeometryShader * GetGeometryShader() |
BoundShaderStateCache.h | ||
FRHIMeshShader * GetMeshShader() |
BoundShaderStateCache.h | ||
FRHIPixelShader * GetPixelShader() |
BoundShaderStateCache.h | ||
FRHIVertexDeclaration * GetVertexDeclaration() |
Get the RHI vertex declaration. | BoundShaderStateCache.h | |
FRHIVertexShader * GetVertexShader() |
Get the RHI shader for the given frequency. | BoundShaderStateCache.h |