Manages and creates immutable samplers. Once registered, the immutable sampler will be automatically be bound to a shader and can't be changed at runtime. Besides convenience of not having to set these in code, GAL implementations like Vulkan can use this to optimize resource binding. Immutable samplers should be registered at Core Startup via a subsystem, see plRenderContext::RegisterImmutableSamplers for example. There is no unregister, these samples are immutable after all. The list is cleared on Core Shutdown.
More...
#include <ImmutableSamplers.h>
Manages and creates immutable samplers. Once registered, the immutable sampler will be automatically be bound to a shader and can't be changed at runtime. Besides convenience of not having to set these in code, GAL implementations like Vulkan can use this to optimize resource binding. Immutable samplers should be registered at Core Startup via a subsystem, see plRenderContext::RegisterImmutableSamplers for example. There is no unregister, these samples are immutable after all. The list is cleared on Core Shutdown.
◆ GetImmutableSamplers()
Returns the table of immutable samplers. Only valid to call after GAL device init.
- Returns
- Table of sampler name to sampler handle.
◆ RegisterImmutableSampler()
Registers an immutable sampler. Should be called during Core Startup via a subsystem.
- Parameters
-
sSamplerName | The shader resource name of the sampler to be added. |
desc | The description of the sampler. It will be created on GAL device init. |
- Returns
- Returns success if the sampler was not already registered.
The documentation for this class was generated from the following files:
- Code/Engine/RendererFoundation/Device/ImmutableSamplers.h
- Code/Engine/RendererFoundation/Device/Implementation/ImmutableSamplers.cpp