#include <PreshaderTypes.h>
◆ AdjustComponentCount()
| void UE::Shader::FPreshaderStack::AdjustComponentCount |
( |
int32 |
NumComponentChange | ) |
|
|
inline |
◆ CheckEmpty()
| void UE::Shader::FPreshaderStack::CheckEmpty |
( |
| ) |
const |
|
inline |
◆ MergeTopTwoValues()
| void UE::Shader::FPreshaderStack::MergeTopTwoValues |
( |
EValueType |
ValueType, |
|
|
int32 |
ComponentsConsumed |
|
) |
| |
|
inline |
Merge top two values (after an in place binary operation)
◆ Num()
| int32 UE::Shader::FPreshaderStack::Num |
( |
| ) |
const |
|
inline |
◆ OverrideTopType()
| void UE::Shader::FPreshaderStack::OverrideTopType |
( |
EValueType |
ValueType | ) |
|
|
inline |
Override top value type (after an in place unary operation)
◆ PeekComponents()
◆ PeekType()
Utility functions used for in-place swizzle operation
◆ PeekValue()
◆ PopResult()
Pops the final result from the stack, with reduced overhead relative to PopValue – must be zero or one items left!
◆ PopValue()
Returned values are invalidated when anything is pushed onto the stack
◆ PushEmptyValue() [1/2]
◆ PushEmptyValue() [2/2]
◆ PushValue() [1/3]
◆ PushValue() [2/3]
◆ PushValue() [3/3]
| void UE::Shader::FPreshaderStack::PushValue |
( |
const FValue & |
InValue | ) |
|
◆ Reset()
| void UE::Shader::FPreshaderStack::Reset |
( |
| ) |
|
|
inline |
The documentation for this class was generated from the following files: