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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <D3D11Resources.h>
Inheritance diagram for FD3D11BoundShaderState:Public Member Functions | |
| FD3D11BoundShaderState (FRHIVertexDeclaration *InVertexDeclarationRHI, FRHIVertexShader *InVertexShaderRHI, FRHIPixelShader *InPixelShaderRHI, FRHIGeometryShader *InGeometryShaderRHI, ID3D11Device *Direct3DDevice) | |
| ~FD3D11BoundShaderState () | |
| FD3D11VertexShader * | GetVertexShader () const |
| FD3D11PixelShader * | GetPixelShader () const |
| FD3D11GeometryShader * | GetGeometryShader () const |
Public Member Functions inherited from FRHIBoundShaderState | |
| FRHIBoundShaderState () | |
Public Member Functions inherited from FRHIResource | |
| RHI_API | FRHIResource (ERHIResourceType InResourceType) |
| uint32 | AddRef () const |
| uint32 | Release () const |
| uint32 | GetRefCount () const |
| bool | IsValid () const |
| void | DisableLifetimeExtension () |
| ERHIResourceType | GetType () const |
| FName | GetOwnerName () const |
| void | SetOwnerName (FName InOwnerName) |
Additional Inherited Members | |
Protected Member Functions inherited from FRHIResource | |
| virtual RHI_API | ~FRHIResource () |
Combined shader state and vertex definition for rendering geometry. Each unique instance consists of a vertex decl, vertex shader, and pixel shader.
| FD3D11BoundShaderState::FD3D11BoundShaderState | ( | FRHIVertexDeclaration * | InVertexDeclarationRHI, |
| FRHIVertexShader * | InVertexShaderRHI, | ||
| FRHIPixelShader * | InPixelShaderRHI, | ||
| FRHIGeometryShader * | InGeometryShaderRHI, | ||
| ID3D11Device * | Direct3DDevice | ||
| ) |
Initialization constructor.
| FD3D11BoundShaderState::~FD3D11BoundShaderState | ( | ) |
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Get the shader for the given frequency.
| bool FD3D11BoundShaderState::bShaderNeedsGlobalConstantBuffer[SF_NumStandardFrequencies] |
| FCachedBoundShaderStateLink FD3D11BoundShaderState::CacheLink |
| TRefCountPtr<ID3D11GeometryShader> FD3D11BoundShaderState::GeometryShader |
| TRefCountPtr<ID3D11InputLayout> FD3D11BoundShaderState::InputLayout |
| TRefCountPtr<ID3D11PixelShader> FD3D11BoundShaderState::PixelShader |
| uint16 FD3D11BoundShaderState::StreamStrides[MaxVertexElementCount] |
| TRefCountPtr<ID3D11VertexShader> FD3D11BoundShaderState::VertexShader |