#include <SceneCullingRenderer.h>
◆ FSceneInstanceCullingQuery()
◆ Add()
Add a job for a view-group to the query.
◆ AddViewDrawGroup()
| int32 FSceneInstanceCullingQuery::AddViewDrawGroup |
( |
uint32 |
FirstPrimaryView, |
|
|
uint32 |
NumPrimaryViews |
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) |
| |
Add a view-group without culling job to the query. The return value is the index of the view-group.
◆ Dispatch()
◆ GetAsyncTaskHandle()
Get the task handle to be able to queue subsequent work, for example.
◆ GetResult()
◆ GetResultAsync()
Get pointer to the result async, note that this means it may still be in the process of being filled in. It is not safe to access anything in the result until the task has been waited on, either by calling GetResult() or GetAsyncTaskHandle().Wait(). The data is always allocated on the RDG timeline so is safe to keep a pointer to in e.g., RDG setup tasks and other renderer-lifetime structures.
◆ GetSceneCullingRenderer()
◆ GetViewDrawGroups()
◆ IsAsync()
| bool FSceneInstanceCullingQuery::IsAsync |
( |
| ) |
const |
|
inline |
returns true if the task is running async NOTE: may return false for a task that has completed, even if it was spawned as an asyc task.
The documentation for this class was generated from the following files: