UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MeshPassProcessor.cpp File Reference

Classes

class  FDynamicBatchedPrimitiveLayout
 

Functions

void SetTextureParameter (FRHIBatchedShaderParameters &BatchedParameters, const FShaderResourceParameterInfo &Parameter, FRHITexture *TextureRHI)
 
void SetSrvParameter (FRHIBatchedShaderParameters &BatchedParameters, const FShaderResourceParameterInfo &Parameter, FRHIShaderResourceView *SrvRHI)
 
void SetSamplerParameter (FRHIBatchedShaderParameters &BatchedParameters, const FShaderResourceParameterInfo &Parameter, FRHISamplerState *SamplerStateRHI)
 
void SetLooseParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShaderParameterMapInfo &ParameterMapInfo, const uint8 *LooseDataStart)
 
void ApplyTargetsInfo (FGraphicsPipelineStateInitializer &GraphicsPSOInit, const FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo)
 
ESubpassHint GetSubpassHint (const FStaticShaderPlatform Platform, bool bIsUsingGBuffers, bool bMultiViewRendering, uint32 NumSamples)
 
void SubmitMeshDrawCommands (const FMeshCommandOneFrameArray &VisibleMeshDrawCommands, const FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, const FMeshDrawCommandSceneArgs &SceneArgs, uint32 PrimitiveIdBufferStride, bool bDynamicInstancing, uint32 InstanceFactor, FRHICommandList &RHICmdList)
 
void SubmitMeshDrawCommandsRange (const FMeshCommandOneFrameArray &VisibleMeshDrawCommands, const FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, const FMeshDrawCommandSceneArgs &InSceneArgs, uint32 PrimitiveIdBufferStride, bool bDynamicInstancing, int32 StartIndex, int32 NumMeshDrawCommands, uint32 InstanceFactor, FRHICommandList &RHICmdList)
 
void ApplyViewOverridesToMeshDrawCommands (const FSceneView &View, FMeshCommandOneFrameArray &VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage &DynamicMeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, bool &InNeedsShaderInitialisation)
 
void DrawDynamicMeshPassPrivate (const FSceneView &View, FRHICommandList &RHICmdList, FMeshCommandOneFrameArray &VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage &DynamicMeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, bool &InNeedsShaderInitialisation, uint32 InstanceFactor)
 
FMeshDrawCommandSortKey CalculateMeshStaticSortKey (const FMeshMaterialShader *VertexShader, const FMeshMaterialShader *PixelShader)
 
void AddRenderTargetInfo (EPixelFormat PixelFormat, ETextureCreateFlags CreateFlags, FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo)
 
void SetupDepthStencilInfo (EPixelFormat DepthStencilFormat, ETextureCreateFlags DepthStencilCreateFlags, ERenderTargetLoadAction DepthTargetLoadAction, ERenderTargetLoadAction StencilTargetLoadAction, FExclusiveDepthStencil DepthStencilAccess, FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo)
 
void SetupGBufferRenderTargetInfo (const FSceneTexturesConfig &SceneTexturesConfig, FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo, bool bSetupDepthStencil, EGBufferLayout Layout)
 

Variables

int32 GEmitMeshDrawEvent = 0
 
int32 GSkipDrawOnPSOPrecaching = 0
 
TGlobalResource< FDynamicBatchedPrimitiveLayoutGDynamicBatchedPrimitiveLayout
 

Function Documentation

◆ AddRenderTargetInfo()

void AddRenderTargetInfo ( EPixelFormat  PixelFormat,
ETextureCreateFlags  CreateFlags,
FGraphicsPipelineRenderTargetsInfo RenderTargetsInfo 
)

◆ ApplyTargetsInfo()

void ApplyTargetsInfo ( FGraphicsPipelineStateInitializer GraphicsPSOInit,
const FGraphicsPipelineRenderTargetsInfo RenderTargetsInfo 
)

◆ ApplyViewOverridesToMeshDrawCommands()

void ApplyViewOverridesToMeshDrawCommands ( const FSceneView View,
FMeshCommandOneFrameArray VisibleMeshDrawCommands,
FDynamicMeshDrawCommandStorage DynamicMeshDrawCommandStorage,
FGraphicsMinimalPipelineStateSet GraphicsMinimalPipelineStateSet,
bool InNeedsShaderInitialisation 
)

◆ CalculateMeshStaticSortKey()

FMeshDrawCommandSortKey CalculateMeshStaticSortKey ( const FMeshMaterialShader VertexShader,
const FMeshMaterialShader PixelShader 
)

◆ DrawDynamicMeshPassPrivate()

void DrawDynamicMeshPassPrivate ( const FSceneView View,
FRHICommandList RHICmdList,
FMeshCommandOneFrameArray VisibleMeshDrawCommands,
FDynamicMeshDrawCommandStorage DynamicMeshDrawCommandStorage,
FGraphicsMinimalPipelineStateSet GraphicsMinimalPipelineStateSet,
bool InNeedsShaderInitialisation,
uint32  InstanceFactor 
)

◆ GetSubpassHint()

ESubpassHint GetSubpassHint ( const FStaticShaderPlatform  Platform,
bool  bIsUsingGBuffers,
bool  bMultiViewRendering,
uint32  NumSamples 
)

◆ SetLooseParameters()

void SetLooseParameters ( FRHIBatchedShaderParameters BatchedParameters,
const FShaderParameterMapInfo ParameterMapInfo,
const uint8 LooseDataStart 
)
inline

◆ SetSamplerParameter()

void SetSamplerParameter ( FRHIBatchedShaderParameters BatchedParameters,
const FShaderResourceParameterInfo Parameter,
FRHISamplerState SamplerStateRHI 
)
inline

◆ SetSrvParameter()

void SetSrvParameter ( FRHIBatchedShaderParameters BatchedParameters,
const FShaderResourceParameterInfo Parameter,
FRHIShaderResourceView SrvRHI 
)
inline

◆ SetTextureParameter()

void SetTextureParameter ( FRHIBatchedShaderParameters BatchedParameters,
const FShaderResourceParameterInfo Parameter,
FRHITexture TextureRHI 
)
inline

◆ SetupDepthStencilInfo()

void SetupDepthStencilInfo ( EPixelFormat  DepthStencilFormat,
ETextureCreateFlags  DepthStencilCreateFlags,
ERenderTargetLoadAction  DepthTargetLoadAction,
ERenderTargetLoadAction  StencilTargetLoadAction,
FExclusiveDepthStencil  DepthStencilAccess,
FGraphicsPipelineRenderTargetsInfo RenderTargetsInfo 
)

◆ SetupGBufferRenderTargetInfo()

void SetupGBufferRenderTargetInfo ( const FSceneTexturesConfig SceneTexturesConfig,
FGraphicsPipelineRenderTargetsInfo RenderTargetsInfo,
bool  bSetupDepthStencil,
EGBufferLayout  Layout 
)

◆ SubmitMeshDrawCommands()

void SubmitMeshDrawCommands ( const FMeshCommandOneFrameArray VisibleMeshDrawCommands,
const FGraphicsMinimalPipelineStateSet GraphicsMinimalPipelineStateSet,
const FMeshDrawCommandSceneArgs SceneArgs,
uint32  PrimitiveIdBufferStride,
bool  bDynamicInstancing,
uint32  InstanceFactor,
FRHICommandList RHICmdList 
)

◆ SubmitMeshDrawCommandsRange()

void SubmitMeshDrawCommandsRange ( const FMeshCommandOneFrameArray VisibleMeshDrawCommands,
const FGraphicsMinimalPipelineStateSet GraphicsMinimalPipelineStateSet,
const FMeshDrawCommandSceneArgs InSceneArgs,
uint32  PrimitiveIdBufferStride,
bool  bDynamicInstancing,
int32  StartIndex,
int32  NumMeshDrawCommands,
uint32  InstanceFactor,
FRHICommandList RHICmdList 
)

Variable Documentation

◆ GDynamicBatchedPrimitiveLayout

TGlobalResource<FDynamicBatchedPrimitiveLayout> GDynamicBatchedPrimitiveLayout

◆ GEmitMeshDrawEvent

int32 GEmitMeshDrawEvent = 0

◆ GSkipDrawOnPSOPrecaching

int32 GSkipDrawOnPSOPrecaching = 0