void FTileRenderer::DrawTile(FRHICommandListImmediate& RHICmdList, const class FSceneView& View, const FMaterialRenderProxy* MaterialRenderProxy, bool bNeedsToSwitchVerticalAxis, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, bool bIsHitTesting, const FHitProxyId HitProxyId, const FColor InVertexColor) { FMaterialTileVertex DestVertex[4]; // create verts if (bNeedsToSwitchVerticalAxis) { DestVertex[0].Initialize(X + SizeX, View.ViewRect.Height() - (Y + SizeY), U + SizeU, V + SizeV); DestVertex[1].Initialize(X, View.ViewRect.Height() - (Y + SizeY), U, V + SizeV); DestVertex[2].Initialize(X + SizeX, View.ViewRect.Height() - Y, U + SizeU, V); DestVertex[3].Initialize(X, View.ViewRect.Height() - Y, U, V); } else { DestVertex[0].Initialize(X + SizeX, Y, U + SizeU, V); DestVertex[1].Initialize(X, Y, U, V); DestVertex[2].Initialize(X + SizeX, Y + SizeY, U + SizeU, V + SizeV); DestVertex[3].Initialize(X, Y + SizeY, U, V + SizeV); } DestVertex[0].Color = InVertexColor.DWColor(); DestVertex[1].Color = InVertexColor.DWColor(); DestVertex[2].Color = InVertexColor.DWColor(); DestVertex[3].Color = InVertexColor.DWColor(); // update the FMeshBatch FMeshBatch& Mesh = GTileMesh.MeshElement; Mesh.UseDynamicData = true; Mesh.DynamicVertexData = DestVertex; Mesh.MaterialRenderProxy = MaterialRenderProxy; GetRendererModule().DrawTileMesh(RHICmdList, View, Mesh, bIsHitTesting, HitProxyId); }
void FD3DGPUProfiler::PushEvent(const TCHAR* Name, FColor Color) { #if WITH_DX_PERF D3DPERF_BeginEvent(Color.DWColor(), Name); #endif FGPUProfiler::PushEvent(Name, Color); }