Counter Strike : Global Offensive Source Code
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40 lines
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  1. ShaderAPITextureHandle_t CPs3NonVirt_IShaderSystem::GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel)
  2. {
  3. return s_ShaderSystem.CShaderSystem::GetShaderAPITextureBindHandle(pTexture,nFrameVar,nTextureChannel);
  4. }
  5. void CPs3NonVirt_IShaderSystem::BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar)
  6. {
  7. s_ShaderSystem.CShaderSystem::BindTexture(sampler1, nBindFlags, pTexture,nFrameVar);
  8. }
  9. void CPs3NonVirt_IShaderSystem::BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar)
  10. {
  11. s_ShaderSystem.CShaderSystem::BindTexture(sampler1, sampler2, nBindFlags, pTexture, nFrameVar );
  12. }
  13. void CPs3NonVirt_IShaderSystem::TakeSnapshot()
  14. {
  15. s_ShaderSystem.CShaderSystem::TakeSnapshot();
  16. }
  17. void CPs3NonVirt_IShaderSystem::DrawSnapshot( const unsigned char *pInstanceCommandBuffer, bool bMakeActualDrawCall)
  18. {
  19. s_ShaderSystem.CShaderSystem::DrawSnapshot(pInstanceCommandBuffer,bMakeActualDrawCall);
  20. }
  21. bool CPs3NonVirt_IShaderSystem::IsUsingGraphics()
  22. {
  23. return s_ShaderSystem.CShaderSystem::IsUsingGraphics();
  24. }
  25. bool CPs3NonVirt_IShaderSystem::CanUseEditorMaterials()
  26. {
  27. return s_ShaderSystem.CShaderSystem::CanUseEditorMaterials();
  28. }
  29. void CPs3NonVirt_IShaderSystem::BindVertexTexture( VertexTextureSampler_t vtSampler, ITexture *pTexture, int nFrameVar)
  30. {
  31. s_ShaderSystem.CShaderSystem::BindVertexTexture(vtSampler,pTexture,nFrameVar);
  32. }