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Stores the number of each resource type that will need to be bound to a single shader, computed during shader reflection.
| Name | FMeshDrawShaderBindingsLayout |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshDrawShaderBindings.h |
| Include Path | #include "MeshDrawShaderBindings.h" |
Syntax
class FMeshDrawShaderBindingsLayout
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshDrawShaderBindingsLayout
(
const TShaderRef< FShader >& Shader |
MeshDrawShaderBindings.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint32 GetDataSizeBytes() |
MeshDrawShaderBindings.h | ||
uint32 GetLooseDataSizeBytes() |
MeshDrawShaderBindings.h | ||
const FShaderParameterMapInfo & GetParameterMapInfo() |
MeshDrawShaderBindings.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint32 GetLooseDataOffset() |
MeshDrawShaderBindings.h | ||
uint32 GetSamplerOffset() |
MeshDrawShaderBindings.h | ||
uint32 GetSRVOffset() |
MeshDrawShaderBindings.h | ||
uint32 GetSRVTypeOffset() |
MeshDrawShaderBindings.h | ||
uint32 GetUniformBufferOffset() |
Note: pointers first in layout, so they stay aligned. | MeshDrawShaderBindings.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FMeshDrawShaderBindingsLayout& Rhs |
MeshDrawShaderBindings.h |