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