Exemplo n.º 1
0
void FEmptyDynamicRHI::RHIEndDrawingViewport(FViewportRHIParamRef ViewportRHI,bool bPresent,bool bLockToVsync)
{
	DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport);
}
Exemplo n.º 2
0
FTexture2DRHIRef FEmptyDynamicRHI::RHIGetViewportBackBuffer(FViewportRHIParamRef ViewportRHI)
{
	DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport);

	return FTexture2DRHIRef();
}
Exemplo n.º 3
0
void FEmptyDynamicRHI::RHIResizeViewport(FViewportRHIParamRef ViewportRHI,uint32 SizeX,uint32 SizeY,bool bIsFullscreen)
{
	check( IsInGameThread() );

	DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport);
}
Exemplo n.º 4
0
void FEmptyDynamicRHI::RHIBeginDrawingViewport(FViewportRHIParamRef ViewportRHI, FTextureRHIParamRef RenderTargetRHI)
{
	DYNAMIC_CAST_EMPTYRESOURCE(Viewport,Viewport);

	RHISetRenderTarget(RHIGetViewportBackBuffer(ViewportRHI), NULL);
}
Exemplo n.º 5
0
void FEmptyDynamicRHI::RHIUnlockTextureCubeFace(FTextureCubeRHIParamRef TextureCubeRHI,uint32 FaceIndex,uint32 ArrayIndex,uint32 MipIndex,bool bLockWithinMiptail)
{
	DYNAMIC_CAST_EMPTYRESOURCE(TextureCube,TextureCube);
	uint32 EmptyFace = GetEmptyCubeFace((ECubeFace)FaceIndex);
	TextureCube->Surface.Unlock(MipIndex, FaceIndex + ArrayIndex * 6);
}
void* FEmptyDynamicRHI::RHILockStructuredBuffer(FStructuredBufferRHIParamRef StructuredBufferRHI,uint32 Offset,uint32 Size,EResourceLockMode LockMode)
{
	DYNAMIC_CAST_EMPTYRESOURCE(StructuredBuffer,StructuredBuffer);

	return NULL;
}
Exemplo n.º 7
0
void FEmptyDynamicRHI::RHIUpdateTexture3D(FTexture3DRHIParamRef TextureRHI,uint32 MipIndex,const FUpdateTextureRegion3D& UpdateRegion,uint32 SourceRowPitch,uint32 SourceDepthPitch,const uint8* SourceData)
{	
	DYNAMIC_CAST_EMPTYRESOURCE(Texture3D,Texture);

}
Exemplo n.º 8
0
void* FEmptyDynamicRHI::RHILockTextureCubeFace(FTextureCubeRHIParamRef TextureCubeRHI,uint32 FaceIndex,uint32 ArrayIndex,uint32 MipIndex,EResourceLockMode LockMode,uint32& DestStride,bool bLockWithinMiptail)
{
	DYNAMIC_CAST_EMPTYRESOURCE(TextureCube,TextureCube);
	uint32 EmptyFace = GetEmptyCubeFace((ECubeFace)FaceIndex);
	return TextureCube->Surface.Lock(MipIndex, FaceIndex + 6 * ArrayIndex, LockMode, DestStride);
}
Exemplo n.º 9
0
void FEmptyDynamicRHI::RHIUnlockTexture2DArray(FTexture2DArrayRHIParamRef TextureRHI,uint32 TextureIndex,uint32 MipIndex,bool bLockWithinMiptail)
{
	DYNAMIC_CAST_EMPTYRESOURCE(Texture2DArray,Texture);
	Texture->Surface.Unlock(MipIndex, TextureIndex);
}
Exemplo n.º 10
0
void* FEmptyDynamicRHI::RHILockTexture2DArray(FTexture2DArrayRHIParamRef TextureRHI,uint32 TextureIndex,uint32 MipIndex,EResourceLockMode LockMode,uint32& DestStride,bool bLockWithinMiptail)
{
	DYNAMIC_CAST_EMPTYRESOURCE(Texture2DArray,Texture);
	return Texture->Surface.Lock(MipIndex, TextureIndex, LockMode, DestStride);
}
Exemplo n.º 11
0
FTexture2DRHIRef FEmptyDynamicRHI::RHIAsyncReallocateTexture2D(FTexture2DRHIParamRef OldTextureRHI, int32 NewMipCount, int32 NewSizeX, int32 NewSizeY, FThreadSafeCounter* RequestStatus)
{
	DYNAMIC_CAST_EMPTYRESOURCE(Texture2D,OldTexture);

	return NULL;
}
Exemplo n.º 12
0
void FEmptyDynamicRHI::RHIUnlockIndexBuffer(FIndexBufferRHIParamRef IndexBufferRHI)
{
	DYNAMIC_CAST_EMPTYRESOURCE(IndexBuffer,IndexBuffer);

	IndexBuffer->Unlock();
}
Exemplo n.º 13
0
void* FEmptyDynamicRHI::RHILockIndexBuffer(FIndexBufferRHIParamRef IndexBufferRHI, uint32 Offset, uint32 Size, EResourceLockMode LockMode)
{
	DYNAMIC_CAST_EMPTYRESOURCE(IndexBuffer,IndexBuffer);

	return (uint8*)IndexBuffer->Lock(LockMode, Size) + Offset;
}