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- This data is required by uniform binding code, and was copy/paste across platform RHIs. Moving it to the base RHI type will allow the RHI validation layer to enumerate resources in uniform buffers, which have been opaque up until now. - FShaderResourceTable has moved from RenderCore to RHI. - UE::RHICore::ApplyStaticUniformBuffers and UE::RHICore::SetResourcesFromTables now only need the shader, since the binding info is stored within it. - The serializer functions in shader format modules and platform RHIs have been fixed up to handle the SRT being in the base type. The data format has not changed, so no shader versions need bumping. - Removed unnecessary operator == and GetTypeHash functions in some places. Includes all platforms / RHIs except OpenGL, which will follow in another CL. #rb Kenzo.Terelst [CL 31871815 by luke thatcher in ue5-main branch]