Files
UnrealEngineUWP/Engine/Source/Developer/Windows
Luke Thatcher f5136f75e2 Unify code that binds shader resources from uniform buffers across platform RHIs
- All platforms were extending FBaseShaderResourceTable to add a TArray<uint32> TextureMap member, along with copies of the same RHI code to bind these resources.
 - Moved the TextureMap member into the base shader table type, and removed all platform versions. They are all serializer-compatible with the original code, so no shader DDC keys need to be bumped.
 - Also moved the "ResourceTable" array of RHI resources into the base FRHIUniformBuffer class.
 - Added a SetResourcesFromTables function in RHICoreShader.h

Removed GetD3D11TextureFromRHITexture in D3D11RHI, replaced with a ResourceCast.
 - The ResourceCast function for FRHITexture types now always follows the texture reference pointer via the vtable call, like other platforms.

#jira none
#rb Chris.Waters
#preflight 637e6cd43377450900f10fd2

[CL 23252815 by Luke Thatcher in ue5-main branch]
2022-11-23 14:17:01 -05:00
..
2022-11-18 10:10:41 -05:00