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| | FTranslucencyDepthPassMeshProcessor (const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, const FMeshPassProcessorRenderState &InPassDrawRenderState, const FProjectedShadowInfo *InShadowInfo, FMeshPassDrawListContext *InDrawListContext) |
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| virtual void | AddMeshBatch (const FMeshBatch &RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy *RESTRICT PrimitiveSceneProxy, int32 StaticMeshId=-1) override final |
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| template<ETranslucencyShadowDepthShaderMode ShaderMode> |
| bool | Process (const FMeshBatch &RESTRICT MeshBatch, uint64 BatchElementMask, int32 StaticMeshId, const FPrimitiveSceneProxy *RESTRICT PrimitiveSceneProxy, const FMaterialRenderProxy &RESTRICT MaterialRenderProxy, const FMaterial &RESTRICT MaterialResource, float MaterialTranslucentShadowStartOffset, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode) |
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| | FMeshPassProcessor (const FScene *InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| RENDERER_API | FMeshPassProcessor (EMeshPass::Type InMeshPassType, const FScene *InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| RENDERER_API | FMeshPassProcessor (const TCHAR *InMeshPassName, const FScene *InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| virtual | ~FMeshPassProcessor () |
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| void | SetDrawListContext (FMeshPassDrawListContext *InDrawListContext) |
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| virtual void | CollectPSOInitializers (const FSceneTexturesConfig &SceneTexturesConfig, const FMaterial &Material, const FPSOPrecacheVertexFactoryData &VertexFactoryData, const FPSOPrecacheParams &PreCacheParams, TArray< FPSOPrecacheData > &PSOInitializers) override |
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| template<typename PassShadersType , typename ShaderElementDataType > |
| void | BuildMeshDrawCommands (const FMeshBatch &RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy *RESTRICT PrimitiveSceneProxy, const FMaterialRenderProxy &RESTRICT MaterialRenderProxy, const FMaterial &RESTRICT MaterialResource, const FMeshPassProcessorRenderState &RESTRICT DrawRenderState, const PassShadersType &PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, FMeshDrawCommandSortKey SortKey, EMeshPassFeatures MeshPassFeatures, const ShaderElementDataType &ShaderElementData) |
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| template<typename PassShadersType > |
| void | AddGraphicsPipelineStateInitializer (const FPSOPrecacheVertexFactoryData &VertexFactoryData, const FMaterial &RESTRICT MaterialResource, const FMeshPassProcessorRenderState &RESTRICT DrawRenderState, const FGraphicsPipelineRenderTargetsInfo &RESTRICT RenderTargetsInfo, const PassShadersType &PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, EPrimitiveType PrimitiveType, EMeshPassFeatures MeshPassFeatures, bool bRequired, TArray< FPSOPrecacheData > &PSOInitializers) |
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| | IPSOCollector (int32 InPSOCollectorIndex) |
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| virtual | ~IPSOCollector () |
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| void | CollectPSOInitializers (const FSceneTexturesConfig &SceneTexturesConfig, const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, const FPSOPrecacheParams &PreCacheParams, TArray< FPSOPrecacheData > &PSOInitializers) |
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