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| | FWaterInfoTexturePassMeshProcessor (const FScene *Scene, ERHIFeatureLevel::Type FeatureLevel, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext, bool bIsMobile) |
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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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| virtual void | CollectPSOInitializers (const FSceneTexturesConfig &SceneTexturesConfig, const FMaterial &Material, const FPSOPrecacheVertexFactoryData &VertexFactoryData, const FPSOPrecacheParams &PreCacheParams, TArray< FPSOPrecacheData > &PSOInitializers) override final |
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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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| 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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| static void * | operator new (size_t Size) |
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| static void * | operator new (size_t Size, void *Object) |
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| static void * | operator new[] (size_t Size) |
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| static void * | operator new (size_t Size, std::align_val_t Align) |
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| static void * | operator new[] (size_t Size, std::align_val_t Align) |
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| static UE_FORCEINLINE_HINT void | operator delete (void *Ptr) |
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| static UE_FORCEINLINE_HINT void | operator delete[] (void *Ptr) |
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| static FORCEINLINE_DEBUGGABLE ERasterizerCullMode | InverseCullMode (ERasterizerCullMode CullMode) |
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| static RENDERER_API FMeshDrawingPolicyOverrideSettings | ComputeMeshOverrideSettings (const FPSOPrecacheParams &PrecachePSOParams) |
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| static RENDERER_API FMeshDrawingPolicyOverrideSettings | ComputeMeshOverrideSettings (const FMeshBatch &Mesh) |
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| static RENDERER_API ERasterizerFillMode | ComputeMeshFillMode (const FMaterial &InMaterialResource, const FMeshDrawingPolicyOverrideSettings &InOverrideSettings) |
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| static RENDERER_API ERasterizerCullMode | ComputeMeshCullMode (const FMaterial &InMaterialResource, const FMeshDrawingPolicyOverrideSettings &InOverrideSettings) |
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| template<typename PassShadersType > |
| static 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, ESubpassHint SubpassHint, uint8 SubpassIndex, bool bRequired, int32 PSOCollectorIndex, TArray< FPSOPrecacheData > &PSOInitializers) |
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| EMeshPass::Type | MeshPassType |
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| const FScene *RESTRICT | Scene |
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| ERHIFeatureLevel::Type | FeatureLevel |
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| const FSceneView * | ViewIfDynamicMeshCommand |
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| FMeshPassDrawListContext * | DrawListContext |
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| int32 | PSOCollectorIndex = INDEX_NONE |
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| RENDERER_API FMeshDrawCommandPrimitiveIdInfo | GetDrawCommandPrimitiveId (const FPrimitiveSceneInfo *RESTRICT PrimitiveSceneInfo, const FMeshBatchElement &BatchElement) const |
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| RENDERER_API bool | ShouldSkipMeshDrawCommand (const FMeshBatch &RESTRICT MeshBatch, const FPrimitiveSceneProxy *RESTRICT PrimitiveSceneProxy) const |
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| RENDERER_API bool | PipelineVariableRateShadingEnabled () const |
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| RENDERER_API bool | HardwareVariableRateShadingSupportedByScene () const |
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MeshPassProcessor for the "color" pass required for generating the water info texture. The associated pass draws water body meshes with an unlit material in order to write water surface depth, river velocity and possibly other data too.