Files
UnrealEngineUWP/Engine/Source/Developer/ShaderFormatOpenGL
luke thatcher f10a3f68ed OpenGL RHI changes to use the FShaderResourceTable in the base RHI shader type.
- Removed unnecessary operator == and GetTypeHash() functions.

Refactor of FOpenGLLinkedProgram to improve code readability
 - Moved loose global scope functions to be members.
 - Removed FOpenGLLinkedProgramConfiguration, replaced with a TVariant Config field in the FOpenGLLinkedProgram which better packs memory, and configures the stages on construction.
 - Store per-stage data in an FShaderStage object (in the Config), rather than separate C arrays.
 - Removed public access to various fields, and made things const where possible.
 - Removed unnecessary TMap caches: GetOpenGLUniformBlockLocations(), GetOpenGLUniformBlockBindings()

Remove "bindless textures" from OpenGL RHI
 - Code path is not one we need to support anymore, and removing it simplifies the FOpenGLLinkedProgram class

Fix calls to FOpenGL::ProgramUniform4... in the following functions passing the GL shader object when the GL program is required.
 - FOpenGLShaderParameterCache::CommitPackedGlobals
 - FOpenGLShaderParameterCache::CommitPackedUniformBuffers

#rb Florin.Pascu

[CL 31871857 by luke thatcher in ue5-main branch]
2024-02-28 10:48:29 -05:00
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