Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/ShaderBaseClasses.cpp
christopher waters b7f0e47619 Mesh Pass Cleanup
- Removing DrawRenderState from GetShaderBindings since it's not used anymore.
- Adding version of FMeshDrawShaderBindings::GetSingleShaderBindings that doesn't need an unused argument.
- Deprecating Compute and RayTracing shaders on TMeshProcessorShaders; these were only added to mimic the graphics passes but that's overkill.
- Changing a few pass-by-value arguments to pass-by-reference to avoid extra reference counted pointer copies.
- Moved the copy-pasted compute mesh pass code into UE::MeshPassUtils::SetupComputeBindings.

#rb Kenzo.Terelst, Laura.Hermanns, Yuriy.ODonnell

[CL 30812160 by christopher waters in ue5-main branch]
2024-01-23 13:58:04 -05:00

24 KiB