#include <MeshPassProcessor.h>
◆ FMinimalBoundShaderStateInput()
| FMinimalBoundShaderStateInput::FMinimalBoundShaderStateInput |
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inline |
◆ AllowSkipUnloadedShaders()
| bool FMinimalBoundShaderStateInput::AllowSkipUnloadedShaders |
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const |
◆ AsBoundShaderState()
◆ ForceShaderReload()
| void FMinimalBoundShaderStateInput::ForceShaderReload |
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const |
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inline |
◆ IsShaderAllLoaded()
| bool FMinimalBoundShaderStateInput::IsShaderAllLoaded |
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const |
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inline |
◆ LazilyInitShaders()
| void FMinimalBoundShaderStateInput::LazilyInitShaders |
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const |
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inline |
◆ NeedsShaderInitialisation()
| bool FMinimalBoundShaderStateInput::NeedsShaderInitialisation |
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const |
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inline |
◆ bAllShaderAreLoaded
| bool FMinimalBoundShaderStateInput::bAllShaderAreLoaded = true |
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mutable |
◆ CachedPixelShader
| FRHIPixelShader* FMinimalBoundShaderStateInput::CachedPixelShader = nullptr |
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mutable |
◆ CachedVertexShader
◆ PixelShaderIndex
◆ PixelShaderResource
◆ VertexDeclarationRHI
◆ VertexShaderIndex
◆ VertexShaderResource
The documentation for this struct was generated from the following files: