Nameless Engine
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#include <ShaderResourceBinding.h>
Public Member Functions | |
virtual std::optional< Error > | useNewTexture (std::unique_ptr< TextureHandle > pTextureToUse)=0 |
Public Member Functions inherited from ne::ShaderResourceBindingBase | |
virtual std::optional< Error > | changeUsedPipelines (const std::unordered_set< Pipeline * > &pipelinesToUse)=0 |
std::string | getShaderResourceName () const |
Protected Member Functions | |
ShaderTextureResourceBinding (const std::string &sShaderResourceName) | |
Protected Member Functions inherited from ne::ShaderResourceBindingBase | |
ShaderResourceBindingBase (const std::string &sShaderResourceName) | |
virtual std::optional< Error > | onAfterAllPipelinesRefreshedResources ()=0 |
References some texture from shader code (can also a single texture in the array of textures).
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protected |
Initializes the binding.
sShaderResourceName | Name of the resource we are referencing (should be exactly the same as the resource name written in the shader file we are referencing). |
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pure virtual |
Makes the binding to reference the new (specified) texture.
draw
function while this function is not finished (i.e. make sure the CPU will not queue a new frame while this function is not finished).pTextureToUse | Texture to reference. |
Implemented in ne::GlslShaderTextureResourceBinding, and ne::HlslShaderTextureResourceBinding.