UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FMinimalBoundShaderStateInput Struct Reference

#include <MeshPassProcessor.h>

Public Member Functions

 FMinimalBoundShaderStateInput ()
 
FBoundShaderStateInput AsBoundShaderState () const
 
RENDERER_API bool AllowSkipUnloadedShaders () const
 
bool IsShaderAllLoaded () const
 
void ForceShaderReload () const
 
void LazilyInitShaders () const
 
bool NeedsShaderInitialisation () const
 

Public Attributes

FRHIVertexDeclarationVertexDeclarationRHI = nullptr
 
FRHIVertexShaderCachedVertexShader = nullptr
 
FRHIPixelShaderCachedPixelShader = nullptr
 
bool bAllShaderAreLoaded = true
 
TRefCountPtr< FShaderMapResourceVertexShaderResource
 
TRefCountPtr< FShaderMapResourcePixelShaderResource
 
int32 VertexShaderIndex = INDEX_NONE
 
int32 PixelShaderIndex = INDEX_NONE
 

Constructor & Destructor Documentation

◆ FMinimalBoundShaderStateInput()

FMinimalBoundShaderStateInput::FMinimalBoundShaderStateInput ( )
inline

Member Function Documentation

◆ AllowSkipUnloadedShaders()

bool FMinimalBoundShaderStateInput::AllowSkipUnloadedShaders ( ) const

◆ AsBoundShaderState()

FBoundShaderStateInput FMinimalBoundShaderStateInput::AsBoundShaderState ( ) const
inline

◆ ForceShaderReload()

void FMinimalBoundShaderStateInput::ForceShaderReload ( ) const
inline

◆ IsShaderAllLoaded()

bool FMinimalBoundShaderStateInput::IsShaderAllLoaded ( ) const
inline

◆ LazilyInitShaders()

void FMinimalBoundShaderStateInput::LazilyInitShaders ( ) const
inline

◆ NeedsShaderInitialisation()

bool FMinimalBoundShaderStateInput::NeedsShaderInitialisation ( ) const
inline

Member Data Documentation

◆ bAllShaderAreLoaded

bool FMinimalBoundShaderStateInput::bAllShaderAreLoaded = true
mutable

◆ CachedPixelShader

FRHIPixelShader* FMinimalBoundShaderStateInput::CachedPixelShader = nullptr
mutable

◆ CachedVertexShader

FRHIVertexShader* FMinimalBoundShaderStateInput::CachedVertexShader = nullptr
mutable

◆ PixelShaderIndex

int32 FMinimalBoundShaderStateInput::PixelShaderIndex = INDEX_NONE

◆ PixelShaderResource

TRefCountPtr<FShaderMapResource> FMinimalBoundShaderStateInput::PixelShaderResource

◆ VertexDeclarationRHI

FRHIVertexDeclaration* FMinimalBoundShaderStateInput::VertexDeclarationRHI = nullptr

◆ VertexShaderIndex

int32 FMinimalBoundShaderStateInput::VertexShaderIndex = INDEX_NONE

◆ VertexShaderResource

TRefCountPtr<FShaderMapResource> FMinimalBoundShaderStateInput::VertexShaderResource

The documentation for this struct was generated from the following files: