◆ FDynamicShadowsTaskData() [1/2]
◆ FDynamicShadowsTaskData() [2/2]
◆ ~FDynamicShadowsTaskData()
| FDynamicShadowsTaskData::~FDynamicShadowsTaskData |
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◆ GetSerialMeshCollector()
◆ PresizeViewDependentWholeSceneShadows()
| void FDynamicShadowsTaskData::PresizeViewDependentWholeSceneShadows |
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◆ Allocator
◆ BeginGatherAndSortLightsTask
◆ BeginGatherDynamicMeshElementsTask
◆ bFinishedMeshPassSetup
| bool FDynamicShadowsTaskData::bFinishedMeshPassSetup = false |
◆ bHasRayTracedDistanceFieldShadows
| bool FDynamicShadowsTaskData::bHasRayTracedDistanceFieldShadows = false |
◆ bMobileAllowStaticCSM
| bool FDynamicShadowsTaskData::bMobileAllowStaticCSM = false |
◆ bMultithreaded
| const bool FDynamicShadowsTaskData::bMultithreaded |
◆ bMultithreadedCreateAndFilterShadows
| const bool FDynamicShadowsTaskData::bMultithreadedCreateAndFilterShadows |
◆ bMultithreadedGDME
| const bool FDynamicShadowsTaskData::bMultithreadedGDME |
◆ bRunningEarly
| const bool FDynamicShadowsTaskData::bRunningEarly |
◆ bStaticSceneOnly
| const bool FDynamicShadowsTaskData::bStaticSceneOnly |
◆ CommandLists
◆ DrawDebugShadowFrustumOps
◆ FeatureLevel
◆ FilterDynamicShadowsTask
◆ GatherStats
◆ InstanceCullingManager
◆ MeshCollectors
◆ Packets
◆ PreShadows
◆ RHICmdListForAllocateTargets
| FRHICommandList* FDynamicShadowsTaskData::RHICmdListForAllocateTargets = nullptr |
◆ Scene
| const FScene* FDynamicShadowsTaskData::Scene |
◆ SceneRenderer
◆ SetupMeshPassTask
◆ ShaderPlatform
◆ ShadowArrays
◆ ShadowsToGather
◆ ShadowsToGatherInSerialPass
◆ ShadowsToGatherNextIndex
| std::atomic_int32_t FDynamicShadowsTaskData::ShadowsToGatherNextIndex = { 0 } |
◆ TaskEvent
◆ ViewDependentWholeSceneShadows
◆ Views
The documentation for this struct was generated from the following file: