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◆ USE_MESH_BATCH_VALIDATION
◆ EGPUSceneGPUWritePass
Specifies the point during scene rendering that GPU Scene can be written to
| Enumerator |
|---|
| None | Invalid GPU write pass. Also used to signify writes that occur during upload.
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| PostOpaqueRendering | Writes to the GPU Scene will happen after rendering opaques (as well has after FXSystem post-opaque updates).
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| Num | |
◆ EPrimitiveIdMode
| Enumerator |
|---|
| PrimID_FromPrimitiveSceneInfo | PrimitiveId will be taken from the FPrimitiveSceneInfo corresponding to the FMeshBatch. Primitive data will then be fetched by supporting VF's from the GPUScene persistent PrimitiveBuffer.
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| PrimID_DynamicPrimitiveShaderData | The renderer will upload Primitive data from the FMeshBatchElement's PrimitiveUniformBufferResource to the end of the GPUScene PrimitiveBuffer, and assign the offset to DynamicPrimitiveIndex. PrimitiveId for drawing will be computed as Scene->NumPrimitives + FMeshBatchElement's DynamicPrimitiveIndex.
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| PrimID_ForceZero | PrimitiveId will always be 0. Instancing not supported.
View.PrimitiveSceneDataOverrideSRV must be set in this configuration to control what the shader fetches at PrimitiveId == 0.
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| PrimID_Num | |
| PrimID_NumBits | |
◆ AreCompressedTransformsSupported()
◆ IsCompatibleWithHairStrands() [1/2]
◆ IsCompatibleWithHairStrands() [2/2]
◆ IsHairStrandsGeometrySupported()
◆ GPrimIDDynamicFlag