void FFluidSimVorticityShader::UnbindBuffers(FRHICommandList& RHICmdList) { FComputeShaderRHIParamRef ComputeShaderRHI = GetComputeShader(); if (VelocityIn.IsBound()) RHICmdList.SetShaderResourceViewParameter(ComputeShaderRHI, VelocityIn.GetBaseIndex(), FShaderResourceViewRHIRef()); if (VorticityOut.IsBound()) RHICmdList.SetUAVParameter(ComputeShaderRHI, VorticityOut.GetBaseIndex(), FUnorderedAccessViewRHIRef()); }
void FComputeGlobalShader::UnsetUAV(FRHICommandList& CommandList) { if (ShaderResourceParam.IsBound()) { CommandList.SetUAVParameter(GetComputeShader(), ShaderResourceParam.GetBaseIndex(), FUnorderedAccessViewRHIRef()); } }