#include <FFLiCompressShader.h>
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| static u32 | GetBufferSize (const void *pShaderData, u32 shaderIndex) |
◆ FFLiCompressShader()
| FFLiCompressShader::FFLiCompressShader |
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◆ ~FFLiCompressShader()
| FFLiCompressShader::~FFLiCompressShader |
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◆ UseUB()
| bool FFLiCompressShader::UseUB |
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◆ SetupLocation()
| bool FFLiCompressShader::SetupLocation |
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◆ SetupLocationForUR()
| bool FFLiCompressShader::SetupLocationForUR |
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◆ SetupLocationForUB()
| bool FFLiCompressShader::SetupLocationForUB |
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◆ SetupCPU()
| bool FFLiCompressShader::SetupCPU |
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const void * | pShaderData, |
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u32 | shaderIndex, |
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FFLiBufferAllocator * | pAllocator ) |
◆ SetupGPU()
| void FFLiCompressShader::SetupGPU |
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◆ Bind()
| void FFLiCompressShader::Bind |
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◆ SetTexture()
| void FFLiCompressShader::SetTexture |
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const GX2Texture * | pGX2Texture | ) |
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◆ SetUniform()
◆ SetUniformUR()
◆ SetUniformUB()
◆ GetBufferSize()
| u32 FFLiCompressShader::GetBufferSize |
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const void * | pShaderData, |
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u32 | shaderIndex ) |
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◆ m_FetchShader
◆ m_pVertexShader
| GX2VertexShader* FFLiCompressShader::m_pVertexShader |
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◆ m_pPixelShader
| GX2PixelShader* FFLiCompressShader::m_pPixelShader |
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◆ m_Sampler
| GX2Sampler FFLiCompressShader::m_Sampler |
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◆ m_VertexUniformLocation
| u32 FFLiCompressShader::m_VertexUniformLocation |
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◆ m_PixelUniformLocation
| u32 FFLiCompressShader::m_PixelUniformLocation |
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◆ m_SamplerLocation
| u32 FFLiCompressShader::m_SamplerLocation |
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