#include <MeshPassProcessor.h>
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| | FCachedPassMeshDrawListContextDeferred (FScene &InScene) |
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| virtual void | ReserveMemoryForCommands (int32 MaxCommandsExpected) override final |
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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) override final |
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| void | DeferredFinalizeMeshDrawCommands (const TArrayView< FPrimitiveSceneInfo * > &SceneInfos, int32 Start, int32 End) |
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| | FCachedPassMeshDrawListContext (FScene &InScene) |
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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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◆ FCachedPassMeshDrawListContextDeferred()
| FCachedPassMeshDrawListContextDeferred::FCachedPassMeshDrawListContextDeferred |
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FScene & |
InScene | ) |
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inline |
◆ DeferredFinalizeMeshDrawCommands()
◆ FinalizeCommand()
◆ ReserveMemoryForCommands()
| virtual void FCachedPassMeshDrawListContextDeferred::ReserveMemoryForCommands |
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int32 |
MaxCommandsExpected | ) |
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inlinefinaloverridevirtual |
The documentation for this class was generated from the following files: