Navigation
API > API/Runtime > API/Runtime/Renderer
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void UE::MeshPassUtils::SetupComputeBindings
(
const TShaderRef< TShaderClass >& Shader, |
MeshPassUtils.h | ||
void UE::MeshPassUtils::SetupComputeBindings
(
const TShaderRef< TShaderClass >& Shader, |
MeshPassUtils.h |
UE::MeshPassUtils::SetupComputeBindings(const TShaderRef< TShaderClass > &, const FScene , ERHIFeatureLevel::Type, const FPrimitiveSceneProxy , const FMaterialRenderProxy &, const FMaterial &, FMeshDrawShaderBindings &)
| Name | UE::MeshPassUtils::SetupComputeBindings |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassUtils.h |
| Include Path | #include "MeshPassUtils.h" |
namespace UE
{
namespace MeshPassUtils
{
template<typename TShaderClass>
void UE::MeshPassUtils::SetupComputeBindings
(
const TShaderRef< TShaderClass > & Shader,
const FScene * Scene,
ERHIFeatureLevel::Type FeatureLevel,
const FPrimitiveSceneProxy * PrimitiveSceneProxy,
const FMaterialRenderProxy & MaterialRenderProxy,
const FMaterial & Material,
FMeshDrawShaderBindings & ShaderBindings
)
}
}
UE::MeshPassUtils::SetupComputeBindings(const TShaderRef< TShaderClass > &, const FScene , ERHIFeatureLevel::Type, const FPrimitiveSceneProxy , const FMaterialRenderProxy &, const FMaterial &, const TShaderElementData &, FMeshDrawShaderBindings &)
| Name | UE::MeshPassUtils::SetupComputeBindings |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassUtils.h |
| Include Path | #include "MeshPassUtils.h" |
namespace UE
{
namespace MeshPassUtils
{
template<typename TShaderClass, typename TShaderElementData>
void UE::MeshPassUtils::SetupComputeBindings
(
const TShaderRef< TShaderClass > & Shader,
const FScene * Scene,
ERHIFeatureLevel::Type FeatureLevel,
const FPrimitiveSceneProxy * PrimitiveSceneProxy,
const FMaterialRenderProxy & MaterialRenderProxy,
const FMaterial & Material,
const TShaderElementData & ShaderElementData,
FMeshDrawShaderBindings & ShaderBindings
)
}
}