GFXShaderConstBuffer Class Reference#include <gfxShader.h>
Inheritance diagram for GFXShaderConstBuffer: ![]() Detailed DescriptionGFXShaderConstBuffer is a collection of string/value pairs that are sent to a shader.Under the hood, the string value pair is mapped to a block of memory that can be blasted to a shader with one call (ideally)
Member Function Documentation
Return the shader that created this buffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Specify the type of the matrix, only the GFXSCT types ending in NxN are valid.
Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
Same as above, but in array form. We don't use an AlignedArray here because the packing of non 4x4 arrays will differ more than we can express with an AlignedArray. So the API is responsible for marshaling the data into the format it needs. In practice, that means that 4x4 matrices are going to be quickest (straight memory copy on D3D and GL). Other dimensions will require "interesting" code to handle marshaling. Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer.
Implements GFXResource. Implemented in GFXD3D9ShaderConstBuffer, and GFXGLShaderConstBuffer.
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