UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FVisibleMeshDrawCommand Class Reference

#include <MeshPassProcessor.h>

Public Member Functions

FORCEINLINE_DEBUGGABLE void Setup (const FMeshDrawCommand *InMeshDrawCommand, const FMeshDrawCommandPrimitiveIdInfo &InPrimitiveIdInfo, int32 InStateBucketId, ERasterizerFillMode InMeshFillMode, ERasterizerCullMode InMeshCullMode, EFVisibleMeshDrawCommandFlags InFlags, FMeshDrawCommandSortKey InSortKey, FMeshDrawCommandCullingPayload InCullingPayload, EMeshDrawCommandCullingPayloadFlags InCullingPayloadFlags, const uint32 *InRunArray=nullptr, int32 InNumRuns=0)
 

Public Attributes

const FMeshDrawCommandMeshDrawCommand
 
FMeshDrawCommandSortKey SortKey
 
FMeshDrawCommandPrimitiveIdInfo PrimitiveIdInfo
 
int32 PrimitiveIdBufferOffset
 
int32 StateBucketId
 
const uint32RunArray
 
int32 NumRuns
 
FMeshDrawCommandCullingPayload CullingPayload
 
EMeshDrawCommandCullingPayloadFlags CullingPayloadFlags: uint32(EMeshDrawCommandCullingPayloadFlags::NumBits)
 
ERasterizerFillMode MeshFillMode: ERasterizerFillMode_NumBits + 1
 
ERasterizerCullMode MeshCullMode: ERasterizerCullMode_NumBits + 1
 
EFVisibleMeshDrawCommandFlags Flags: uint32(EFVisibleMeshDrawCommandFlags::NumBits)
 

Detailed Description

Stores information about a mesh draw command that has been determined to be visible, for further visibility processing. This class should only store data needed by InitViews operations (visibility, sorting) and not data needed for draw submission, which belongs in FMeshDrawCommand.

Member Function Documentation

◆ Setup()

FORCEINLINE_DEBUGGABLE void FVisibleMeshDrawCommand::Setup ( const FMeshDrawCommand InMeshDrawCommand,
const FMeshDrawCommandPrimitiveIdInfo InPrimitiveIdInfo,
int32  InStateBucketId,
ERasterizerFillMode  InMeshFillMode,
ERasterizerCullMode  InMeshCullMode,
EFVisibleMeshDrawCommandFlags  InFlags,
FMeshDrawCommandSortKey  InSortKey,
FMeshDrawCommandCullingPayload  InCullingPayload,
EMeshDrawCommandCullingPayloadFlags  InCullingPayloadFlags,
const uint32 InRunArray = nullptr,
int32  InNumRuns = 0 
)
inline

Member Data Documentation

◆ CullingPayload

FMeshDrawCommandCullingPayload FVisibleMeshDrawCommand::CullingPayload

◆ CullingPayloadFlags

EMeshDrawCommandCullingPayloadFlags FVisibleMeshDrawCommand::CullingPayloadFlags

◆ Flags

EFVisibleMeshDrawCommandFlags FVisibleMeshDrawCommand::Flags

◆ MeshCullMode

ERasterizerCullMode FVisibleMeshDrawCommand::MeshCullMode

◆ MeshDrawCommand

const FMeshDrawCommand* FVisibleMeshDrawCommand::MeshDrawCommand

◆ MeshFillMode

ERasterizerFillMode FVisibleMeshDrawCommand::MeshFillMode

◆ NumRuns

int32 FVisibleMeshDrawCommand::NumRuns

◆ PrimitiveIdBufferOffset

int32 FVisibleMeshDrawCommand::PrimitiveIdBufferOffset

◆ PrimitiveIdInfo

FMeshDrawCommandPrimitiveIdInfo FVisibleMeshDrawCommand::PrimitiveIdInfo

◆ RunArray

const uint32* FVisibleMeshDrawCommand::RunArray

◆ SortKey

FMeshDrawCommandSortKey FVisibleMeshDrawCommand::SortKey

◆ StateBucketId

int32 FVisibleMeshDrawCommand::StateBucketId

The documentation for this class was generated from the following file: