Template class implementing base functionality of the shader resource binding. More...
#include <ShaderResourceBindingBase.hpp>
Public Member Functions | |
ShaderResourceBindingBase (IReferenceCounters *pRefCounters, ResourceSignatureType *pPRS) | |
virtual IPipelineResourceSignature *DILIGENT_CALL_TYPE | GetPipelineResourceSignature () const override final |
Implementation of IShaderResourceBinding::GetPipelineResourceSignature(). | |
virtual IShaderResourceVariable *DILIGENT_CALL_TYPE | GetVariableByName (SHADER_TYPE ShaderType, const char *Name) override final |
Implementation of IShaderResourceBinding::GetVariableByName(). | |
virtual Uint32 DILIGENT_CALL_TYPE | GetVariableCount (SHADER_TYPE ShaderType) const override final |
Implementation of IShaderResourceBinding::GetVariableCount(). | |
virtual IShaderResourceVariable *DILIGENT_CALL_TYPE | GetVariableByIndex (SHADER_TYPE ShaderType, Uint32 Index) override final |
Implementation of IShaderResourceBinding::GetVariableByIndex(). | |
virtual void DILIGENT_CALL_TYPE | BindResources (SHADER_TYPE ShaderStages, IResourceMapping *pResMapping, BIND_SHADER_RESOURCES_FLAGS Flags) override final |
Implementation of IShaderResourceBinding::BindResources(). | |
virtual SHADER_RESOURCE_VARIABLE_TYPE_FLAGS DILIGENT_CALL_TYPE | CheckResources (SHADER_TYPE ShaderStages, IResourceMapping *pResMapping, BIND_SHADER_RESOURCES_FLAGS Flags) const override final |
Implementation of IShaderResourceBinding::CheckResources(). | |
Protected Attributes | |
RefCntAutoPtr< ResourceSignatureType > | m_pPRS |
Template class implementing base functionality of the shader resource binding.
EngineImplTraits | - Engine implementation type traits. |
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inline |
pRefCounters | - Reference counters object that controls the lifetime of this SRB. |
pPRS | - Pipeline resource signature that this SRB belongs to. |
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protected |
Strong reference to pipeline resource signature. We must use strong reference, because shader resource binding uses pipeline resource signature's memory allocator to allocate memory for shader resource cache.