Add PolicyContext to avoid global variables during shadow rendering

[CL 2277869 by Nick Penwarden in Main branch]
This commit is contained in:
Nick Penwarden
2014-08-29 13:40:49 -04:00
committed by UnrealBot
parent dbf4591321
commit decb55cdd6
23 changed files with 236 additions and 156 deletions
@@ -49,7 +49,8 @@ void FMeshDrawingPolicy::SetMeshRenderState(
const FMeshBatch& Mesh,
int32 BatchElementIndex,
bool bBackFace,
const ElementDataType& ElementData
const ElementDataType& ElementData,
const ContextDataType PolicyContext
) const
{
EmitMeshDrawEvents(PrimitiveSceneProxy, Mesh);
@@ -125,7 +126,7 @@ void FMeshDrawingPolicy::DrawMesh(FRHICommandList& RHICmdList, const FMeshBatch&
}
}
void FMeshDrawingPolicy::DrawShared(FRHICommandList& RHICmdList, const FSceneView* View) const
void FMeshDrawingPolicy::SetSharedState(FRHICommandList& RHICmdList, const FSceneView* View, const ContextDataType PolicyContext) const
{
check(VertexFactory && VertexFactory->IsInitialized());
VertexFactory->Set(RHICmdList);