Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/PixelShaderUtils.cpp
Matt Kuhlenschmidt f4b5f6c454 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4650481 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-12-11 17:08:36 -05:00

41 lines
1.2 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PixelShaderUtils.cpp: Implementations of utilities for pixel shaders.
=============================================================================*/
#include "PixelShaderUtils.h"
#include "CommonRenderResources.h"
#include "RenderGraph.h"
// static
void FPixelShaderUtils::DrawFullscreenTriangle(FRHICommandList& RHICmdList, uint32 InstanceCount)
{
RHICmdList.SetStreamSource(0, GScreenRectangleVertexBuffer.VertexBufferRHI, 0);
RHICmdList.DrawIndexedPrimitive(
GScreenRectangleIndexBuffer.IndexBufferRHI,
/*BaseVertexIndex=*/ 0,
/*MinIndex=*/ 0,
/*NumVertices=*/ 3,
/*StartIndex=*/ 6,
/*NumPrimitives=*/ 1,
/*NumInstances=*/ InstanceCount);
}
// static
void FPixelShaderUtils::DrawFullscreenQuad(FRHICommandList& RHICmdList, uint32 InstanceCount)
{
RHICmdList.SetStreamSource(0, GScreenRectangleVertexBuffer.VertexBufferRHI, 0);
RHICmdList.DrawIndexedPrimitive(
GScreenRectangleIndexBuffer.IndexBufferRHI,
/*BaseVertexIndex=*/ 0,
/*MinIndex=*/ 0,
/*NumVertices=*/ 4,
/*StartIndex=*/ 0,
/*NumPrimitives=*/ 2,
/*NumInstances=*/ InstanceCount);
}