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- 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]