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ShaderAPITextureHandle_t CPs3NonVirt_IShaderSystem::GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel) { return s_ShaderSystem.CShaderSystem::GetShaderAPITextureBindHandle(pTexture,nFrameVar,nTextureChannel); }
void CPs3NonVirt_IShaderSystem::BindTexture( Sampler_t sampler1, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar) { s_ShaderSystem.CShaderSystem::BindTexture(sampler1, nBindFlags, pTexture,nFrameVar); }
void CPs3NonVirt_IShaderSystem::BindTexture( Sampler_t sampler1, Sampler_t sampler2, TextureBindFlags_t nBindFlags, ITexture *pTexture, int nFrameVar) { s_ShaderSystem.CShaderSystem::BindTexture(sampler1, sampler2, nBindFlags, pTexture, nFrameVar ); }
void CPs3NonVirt_IShaderSystem::TakeSnapshot() { s_ShaderSystem.CShaderSystem::TakeSnapshot(); }
void CPs3NonVirt_IShaderSystem::DrawSnapshot( const unsigned char *pInstanceCommandBuffer, bool bMakeActualDrawCall) { s_ShaderSystem.CShaderSystem::DrawSnapshot(pInstanceCommandBuffer,bMakeActualDrawCall); }
bool CPs3NonVirt_IShaderSystem::IsUsingGraphics() { return s_ShaderSystem.CShaderSystem::IsUsingGraphics(); }
bool CPs3NonVirt_IShaderSystem::CanUseEditorMaterials() { return s_ShaderSystem.CShaderSystem::CanUseEditorMaterials(); }
void CPs3NonVirt_IShaderSystem::BindVertexTexture( VertexTextureSampler_t vtSampler, ITexture *pTexture, int nFrameVar) { s_ShaderSystem.CShaderSystem::BindVertexTexture(vtSampler,pTexture,nFrameVar); }
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