#include <MeshPassProcessor.h>
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| | FCachedPassMeshDrawListContext (FScene &InScene) |
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| virtual void | ReserveMemoryForCommands (int32 MaxCommandsExpected) |
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| virtual FMeshDrawCommand & | AddCommand (FMeshDrawCommand &Initializer, uint32 NumElements) override final |
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| void | BeginMeshPass (EMeshPass::Type MeshPass) |
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| void | EndMeshPass () |
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| void | BeginMesh (int32 SceneInfoIndex, int32 MeshIndex) |
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| void | EndMesh () |
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| FCachedMeshDrawCommandInfo | GetCommandInfoAndReset () |
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| bool | HasAnyLooseParameterBuffers () const |
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| virtual | ~FMeshPassDrawListContext () |
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| virtual void | FinalizeCommand (const FMeshBatch &MeshBatch, int32 BatchElementIndex, const FMeshDrawCommandPrimitiveIdInfo &IdInfo, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, FMeshDrawCommandSortKey SortKey, EFVisibleMeshDrawCommandFlags Flags, const FGraphicsMinimalPipelineStateInitializer &PipelineState, const FMeshProcessorShaders *ShadersForDebugging, FMeshDrawCommand &MeshDrawCommand)=0 |
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◆ FCachedPassMeshDrawListContext()
| FCachedPassMeshDrawListContext::FCachedPassMeshDrawListContext |
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FScene & |
InScene | ) |
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◆ AddCommand()
◆ BeginMesh()
| void FCachedPassMeshDrawListContext::BeginMesh |
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int32 |
SceneInfoIndex, |
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int32 |
MeshIndex |
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) |
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◆ BeginMeshPass()
◆ EndMesh()
| void FCachedPassMeshDrawListContext::EndMesh |
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| ) |
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◆ EndMeshPass()
| void FCachedPassMeshDrawListContext::EndMeshPass |
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◆ FinalizeCommandCommon()
◆ GetCommandInfoAndReset()
◆ HasAnyLooseParameterBuffers()
| bool FCachedPassMeshDrawListContext::HasAnyLooseParameterBuffers |
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const |
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inline |
◆ ReserveMemoryForCommands()
| virtual void FCachedPassMeshDrawListContext::ReserveMemoryForCommands |
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int32 |
MaxCommandsExpected | ) |
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inlinevirtual |
◆ bAnyLooseParameterBuffers
| bool FCachedPassMeshDrawListContext::bAnyLooseParameterBuffers = false |
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protected |
◆ bUseGPUScene
| bool FCachedPassMeshDrawListContext::bUseGPUScene = false |
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protected |
◆ CommandInfo
◆ CurrMeshPass
◆ MeshDrawCommandForStateBucketing
| FMeshDrawCommand FCachedPassMeshDrawListContext::MeshDrawCommandForStateBucketing |
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protected |
◆ Scene
| FScene& FCachedPassMeshDrawListContext::Scene |
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protected |
The documentation for this class was generated from the following files: