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| uint32 | BitInvertIfNegativeFloat (uint32 f) |
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| void | UpdateTranslucentMeshSortKeys (ETranslucentSortPolicy::Type TranslucentSortPolicy, const FVector &TranslucentSortAxis, const FVector &ViewOrigin, const FMatrix &ViewMatrix, const TScenePrimitiveArray< FPrimitiveBounds > &PrimitiveBounds, ETranslucencyPass::Type TranslucencyPass, bool bInverseSorting, FMeshCommandOneFrameArray &VisibleMeshCommands) |
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| void | MergeMobileBasePassMeshDrawCommands (const FMobileCSMVisibilityInfo &MobileCSMVisibilityInfo, int32 ScenePrimitiveNum, FMeshCommandOneFrameArray &MeshCommands, FMeshCommandOneFrameArray &MeshCommandsCSM) |
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| void | UpdateMobilePassMeshSortKeys (const FVector &ViewOrigin, const TScenePrimitiveArray< FPrimitiveBounds > &ScenePrimitiveBounds, FMeshCommandOneFrameArray &VisibleMeshCommands) |
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| FORCEINLINE int32 | TranslatePrimitiveId (int32 DrawPrimitiveIdIn, int32 DynamicPrimitiveIdOffset, int32 DynamicPrimitiveIdMax) |
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| void | GenerateDynamicMeshDrawCommands (const FViewInfo &View, EShadingPath ShadingPath, EMeshPass::Type PassType, FMeshPassProcessor *PassMeshProcessor, const TArray< FMeshBatchAndRelevance, SceneRenderingAllocator > &DynamicMeshElements, const TArray< FMeshPassMask, SceneRenderingAllocator > *DynamicMeshElementsPassRelevance, int32 MaxNumDynamicMeshElements, const TArray< const FStaticMeshBatch *, SceneRenderingAllocator > &DynamicMeshCommandBuildRequests, const TArray< EMeshDrawCommandCullingPayloadFlags, SceneRenderingAllocator > DynamicMeshCommandBuildFlags, int32 MaxNumBuildRequestElements, FMeshCommandOneFrameArray &VisibleCommands, FDynamicMeshDrawCommandStorage &MeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet &MinimalPipelineStatePassSet, bool &NeedsShaderInitialisation) |
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| void | GenerateMobileBasePassDynamicMeshDrawCommands (const FViewInfo &View, EShadingPath ShadingPath, EMeshPass::Type PassType, FMeshPassProcessor *PassMeshProcessor, FMeshPassProcessor *MobilePassCSMPassMeshProcessor, const TArray< FMeshBatchAndRelevance, SceneRenderingAllocator > &DynamicMeshElements, const TArray< FMeshPassMask, SceneRenderingAllocator > *DynamicMeshElementsPassRelevance, int32 MaxNumDynamicMeshElements, const TArray< const FStaticMeshBatch *, SceneRenderingAllocator > &DynamicMeshCommandBuildRequests, const TArray< EMeshDrawCommandCullingPayloadFlags, SceneRenderingAllocator > DynamicMeshCommandBuildFlags, int32 MaxNumBuildRequestElements, FMeshCommandOneFrameArray &VisibleCommands, FDynamicMeshDrawCommandStorage &MeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, bool &NeedsShaderInitialisation) |
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| void | ApplyViewOverridesToMeshDrawCommands (EShadingPath ShadingPath, EMeshPass::Type PassType, bool bReverseCulling, bool bRenderSceneTwoSided, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FExclusiveDepthStencil::Type DefaultBasePassDepthStencilAccess, FMeshCommandOneFrameArray &VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage &MeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet &MinimalPipelineStatePassSet, bool &NeedsShaderInitialisation, FMeshCommandOneFrameArray &TempVisibleMeshDrawCommands) |
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| void | CollectMeshDrawCommandPassStats (FMeshCommandOneFrameArray &VisibleMeshDrawCommands, FInstanceCullingContext &InstanceCullingContext) |
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| void | SortAndMergeDynamicPassMeshDrawCommands (const FSceneView &SceneView, FRHICommandList &RHICmdList, FMeshCommandOneFrameArray &VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage &MeshDrawCommandStorage, FRHIBuffer *&OutPrimitiveIdVertexBuffer, uint32 InstanceFactor, const FGPUScenePrimitiveCollector *DynamicPrimitiveCollector) |
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