code: const [FRDGExternalBuffer](API\Runtime\Renderer\FRDGExternalBuffer) & GetGroupAABBBuffer() const


module: Renderer

code: const [TArray](API\Runtime\Core\Containers\TArray)< EHairGeometryType > & GetLODGeometryTypes() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< bool > & GetLODVisibilities() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< float > & GetLODScreenSizes() const


code: bool IsGlobalInterpolationEnable ( int32 InLODIndex ) const


code: bool IsSimulationEnable ( int32 InLODIndex ) const


code: bool IsVisible ( int32 InLODIndex ) const


code: void SetClusterAABBValid ( bool In )


code: void SetCullingResultAvailable ( bool b )


code: void SetGroupAABBValid ( bool In )


code: void SetLODBias ( float InLODBias )


code: void SetLODGeometryTypes ( const [TArray](API\Runtime\Core\Containers\TArray)< EHairGeometryType > & InTypes )


code: void SetLODIndex ( float InLODIndex )


code: void SetLODScreenSizes ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & ScreenSizes )


code: void SetLODVisibilities ( const [TArray](API\Runtime\Core\Containers\TArray)< bool > & InLODVisibility )


code: void SetLODVisibility ( bool bVisible )


code: void SetMeshLODIndex ( float InMeshLODIndex )


code: void SupportVoxelization ( bool InVoxelize )


code: FHairGroupPublicData ( uint32 InGroupIndex, const [FName](API\Runtime\Core\UObject\FName) & OwnerName )


className: FHairGroupPublicData

code: class FHairGroupPublicData

bAutoLOD

type: bool

bDebugDrawLODInfo

description: Debug.

BindingTypes

type: TArray< EHairBi...

ClusterScale

type: float

ContinuousLODBounds

type: FBoxSphereBound...

ContinuousLODPointCount

description: Active/used point/curved based on select continuous LOD.

Culling

type: FCulling*

DebugGroupColor

type: FLinearColor

Instance

type: FHairStrandsIns...

description: Current hook for retriving instance data.

LODGeometryTypes

type: TArray< EHairGe...

LODGlobalInterpolations

type: TArray< bool >

LODScreenSizes

type: TArray< float >

LODVisibilities

description: CPU LOD selection.

MeshLODIndex

description: Data change every frame by the groom proxy based on views data.

VFInput

type: FVertexFactoryI...


className: FHairStrandsBookmarkParameters

code: struct FHairStrandsBookmarkParameters

AllViews

type: TArray< constF...

InstancesVisibility

type: TBitArray

Scene

type: FSceneInterface...

SceneColorTexture

type: FRDGTextureRef

ShaderMap

type: FGlobalShaderMa...

ShaderPrintData

type: FShaderPrintDat...

View

type: constFSceneVie...

ViewRect

type: FIntRect


code: const FBoxSphereBounds & GetBounds() const


code: virtual const [FHairGroupPublicData](API\Runtime\Renderer\FHairGroupPublicData) * GetHairData() const


code: virtual const EHairGeometryType GetHairGeometry() const


code: const FBoxSphereBounds & GetLocalBounds() const


className: FHairStrandsInstance

code: struct FHairStrandsInstance


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceAttributeParameters](API\Runtime\Renderer\FHairStrandsInstanceAttributePar-) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumColumns

code: static NumColumns = 1;


className: NumElements

code: static NumElements = 0;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: FHairStrandsInstanceAttributeParameters

description: Instance attribute parameters.

CurveAttributeChunkElementCount

type: TShaderParamete...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceCommonParameters](API\Runtime\Renderer\FHairStrandsInstanceCommonParame-) & InContents, EUniformBufferUsage InUsage )


className: zzMemberIdRaytracingProceduralSplits


code: FHairStrandsInstanceCommonParameters()


className: FHairStrandsInstanceCommonParameters

description: Instance common parameters.


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceCullingParameters](API\Runtime\Renderer\FHairStrandsInstanceCullingParam-) & InContents, EUniformBufferUsage InUsage )


className: zzMemberIdCullingRadiusScaleBuffer


className: zzMemberIdCullingIndirectBufferArgs


code: FHairStrandsInstanceCullingParameters()


className: FHairStrandsInstanceCullingParameters

description: Instance culling resources (RDG)

CullingIndexBuffer

type: TShaderResource...

CullingIndirectBufferArgs

type: TRDGResourceAcc...


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceCullingRawParameters](API\Runtime\Renderer\FHairStrandsInstanceCullingRawPa-) & InContents, EUniformBufferUsage InUsage )


className: zzMemberIdCullingIndexBuffer

description: SHADER_PARAMETER_SRV(Buffer, CullingIndirectBuffer)


description: Instance culling resources (Raw)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceIntermediateParameters](API\Runtime\Renderer\FHairStrandsInstanceIntermediate-) & InContents, EUniformBufferUsage InUsage )


description: Intermediate struct which can be referenced byFHairStrandsInstanceParametersfor getting the HairStrandsVF_ decoration in shader


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceInterpolationParameters](API\Runtime\Renderer\FHairStrandsInstanceInterpolatio-) & InContents, EUniformBufferUsage InUsage )


description: Instance interpolation resources (RDG)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceParameters](API\Runtime\Renderer\FHairStrandsInstanceParameters) & InContents, EUniformBufferUsage InUsage )


className: FHairStrandsInstanceParameters

code: class FHairStrandsInstanceParameters


code: FHairStrandsInstanceParameters()


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstancePrevResourceParameters](API\Runtime\Renderer\FHairStrandsInstancePrevResource-) & InContents, EUniformBufferUsage InUsage )


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


code: static NumElements = 0;


code: static NumColumns = 1;


code: typedef void * zzFuncPtr


code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdPrevPositionOffsetBuffer


description: Instance prev. resources (RDG)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstancePrevResourceRawParameters](API\Runtime\Renderer\FHairStrandsInstancePrevResource-_1) & InContents, EUniformBufferUsage InUsage )


className: zzMemberIdPreviousPositionBuffer


className: zzMemberIdPreviousPositionOffsetBuffer


description: Instance prev. resources (Raw)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceResourceParameters](API\Runtime\Renderer\FHairStrandsInstanceResourcePara-) & InContents, EUniformBufferUsage InUsage )


className: FHairStrandsInstanceResourceParameters

description: Instance resources (RDG)


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FHairStrandsInstanceResourceRawParameters](API\Runtime\Renderer\FHairStrandsInstanceResourceRawP-) & InContents, EUniformBufferUsage InUsage )


className: bIsStoredInConstantBuffer


className: FileLine


className: FileName


description: Instance resources (Raw)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolve2xPS](API\Runtime\Renderer\FHdrCustomResolve2xPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture2DMS )


description: Deprecated* SetParameters withFRHIBatchedShaderParametersshould be used.

code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture2DMS )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FHdrCustomResolve2xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FHdrCustomResolve2xPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)

Tex

type: FShaderResource...


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolve4xPS](API\Runtime\Renderer\FHdrCustomResolve4xPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: FHdrCustomResolve4xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: class FHdrCustomResolve4xPS : public [FHdrCustomResolve2xPS](API\Runtime\Renderer\FHdrCustomResolve2xPS)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolve8xPS](API\Runtime\Renderer\FHdrCustomResolve8xPS) >::Type InternalBaseType


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FHdrCustomResolve8xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FHdrCustomResolve8xPS : public [FHdrCustomResolve2xPS](API\Runtime\Renderer\FHdrCustomResolve2xPS)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveArray2xPS](API\Runtime\Renderer\FHdrCustomResolveArray2xPS) >::Type InternalBaseType


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: FHdrCustomResolveArray2xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FHdrCustomResolveArray2xPS : public [FHdrCustomResolve2xPS](API\Runtime\Renderer\FHdrCustomResolve2xPS)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveArray4xPS](API\Runtime\Renderer\FHdrCustomResolveArray4xPS) >::Type InternalBaseType


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FHdrCustomResolveArray4xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FHdrCustomResolveArray4xPS : public [FHdrCustomResolveArray2xPS](API\Runtime\Renderer\FHdrCustomResolveArray2xPS)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveArray8xPS](API\Runtime\Renderer\FHdrCustomResolveArray8xPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: FHdrCustomResolveArray8xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FHdrCustomResolveArray8xPS : public [FHdrCustomResolveArray2xPS](API\Runtime\Renderer\FHdrCustomResolveArray2xPS)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveArrayVS](API\Runtime\Renderer\FHdrCustomResolveArrayVS) >::Type InternalBaseType


code: static bool ShouldCompilePermutation ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FHdrCustomResolveArrayVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FHdrCustomResolveArrayVS

code: class FHdrCustomResolveArrayVS : public [FHdrCustomResolveVS](API\Runtime\Renderer\FHdrCustomResolveVS)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveFMask2xPS](API\Runtime\Renderer\FHdrCustomResolveFMask2xPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture2DMS, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * FMaskSRV )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture2DMS, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * FMaskSRV )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FHdrCustomResolveFMask2xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FHdrCustomResolveFMask2xPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveFMask4xPS](API\Runtime\Renderer\FHdrCustomResolveFMask4xPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture2DMS, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * FMaskSRV )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: FHdrCustomResolveFMask4xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: class FHdrCustomResolveFMask4xPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


code: static constexpr int CounterBase = __COUNTER__;


code: static [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveFMask8xPS](API\Runtime\Renderer\FHdrCustomResolveFMask8xPS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


code: template<> struct InternalLinkType< __COUNTER__-CounterBase >


code: static void ModifyCompilationEnvironment ( const [FGlobalShaderPermutationParameters](API\Runtime\RenderCore\FGlobalShaderPermutationParamete-) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHITexture](API\Runtime\RHI\FRHITexture) * Texture2DMS, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * FMaskSRV )


code: FHdrCustomResolveFMask8xPS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


code: class FHdrCustomResolveFMask8xPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FHdrCustomResolveVS](API\Runtime\Renderer\FHdrCustomResolveVS) >::Type InternalBaseType


code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FHdrCustomResolveVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FHdrCustomResolveVS

code: class FHdrCustomResolveVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)


code: void SetParameters ( FIntVector InMinTexel, int32 InAllocationTexelSize, FVector InScale, FVector InAdd, FVector InMinUV, FVector InMaxUV, bool bInPointSample, bool bInUnbuiltPreview )


code: FIndirectLightingCacheAllocation()


className: FIndirectLightingCacheAllocation

description: Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting.

code: class FIndirectLightingCacheAllocation

Add

type: FVector

description: Add factor for calculating UVs from position.

AllocationTexelSize

description: Size in texels of the allocation into the volume texture atlas.

bHasEverUpdatedSingleSample

type: bool

description: Whether SingleSamplePacked has ever been populated with valid results, used to initialize.

bIsDirty

description: Whether the primitive allocation is dirty and should be updated regardless of having moved.

bPointSample

description: Whether this allocation is a point sample and therefore was not put into the volume texture atlas.

CurrentDirectionalShadowing

type: float

description: Current shadowing of the stationary directional light.

CurrentSkyBentNormal

description: Current directional occlusion of the sky.

MaxUV

description: Used to clamp lookup UV to a valid range for pixels outside the object's bounding box.

MinTexel

type: FIntVector

description: Block index in the volume texture atlas, can represent unallocated.

Scale

description: Scale factor for calculating UVs from position.

description: Current SH sample used when lighting the entire object with one sample.

SingleSamplePosition

description: Current position of the single lighting sample. Used for interpolation over time.

TargetDirectionalShadowing

description: Target shadowing of the stationary directional light.

TargetPosition

description: Position at the new single lighting sample. Used for interpolation over time.

description: SH sample at the new single lighting sample position. Used for interpolation over time.

TargetSkyBentNormal

description: Target directional occlusion of the sky.


className: bAllowCachedUniformExpressions

description: If true, cached uniform expressions are allowed.

code: static int32 bAllowCachedUniformExpressions = true;


code: static constexpr int CounterBase = __COUNTER__;


className: CVarAllowCachedUniformExpressions

description: Console variable ref to toggle cached uniform expressions.


code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetParameterCollectionBuffer ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Id, const [FSceneInterface](API\Runtime\Engine\FSceneInterface) * SceneInterface ) const


code: void GetShaderBindings ( const FScene * Scene, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) & MaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings ) const


code: RENDERER_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMaterialShader](API\Runtime\Renderer\FMaterialShader) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


description: Sets pixel parameters that are material specific but notFMeshBatchspecific.

code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [FSceneView](API\Runtime\Engine\FSceneView) & View )


code: template<typename TRHIShader, typename TRHICommandList> void SetParameters ( TRHICommandList & RHICmdList, TRHIShader * ShaderRHI, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [FSceneView](API\Runtime\Engine\FSceneView) & View )


code: void SetViewParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< [FViewUniformShaderParameters](API\Runtime\Engine\FViewUniformShaderParameters) > & ViewUniformBuffer )


code: template<typename ShaderRHIParamRef, typename TRHICommandList> void SetViewParameters ( TRHICommandList & RHICmdList, const ShaderRHIParamRef ShaderRHI, const [FSceneView](API\Runtime\Engine\FSceneView) & View, const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< [FViewUniformShaderParameters](API\Runtime\Engine\FViewUniformShaderParameters) > & ViewUniformBuffer )


code: static RENDERER_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FMaterialShader ( const [FMaterialShaderType::CompiledShaderInitializerType](API\Runtime\Engine\FMaterialShaderType\CompiledShaderInitializerType) & Initializer )


className: FMaterialShader

description: Base class of all shaders that need material parameters.

code: class FMaterialShader : public [FShader](API\Runtime\RenderCore\FShader)

DebugDescription

type: FMemoryImageStr...

DebugUniformExpressionSet

type: FDebugUniformEx...

DebugUniformExpressionUBLayout

type: FRHIUniformBuff...


code: FMaterialShaderPermutationParameters ( EShaderPlatform InPlatform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & InMaterialParameters, int32 InPermutationId, EShaderPermutationFlags InFlags )


className: FMaterialShaderPermutationParameters

code: struct FMaterialShaderPermutationParameters : public [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters)

MaterialParameters

type: FMaterialShader...


code: void Finalize ( [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) PipelineId, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging )


code: FMeshDrawEvent &40; const FMeshDrawCommand & MeshDrawCommand, const uint32 InstanceFactor, FRHICommandList & RHICmdList &41;


className: FMeshDrawEvent

code: struct FMeshDrawEvent : public [FDrawEvent](API\Runtime\RenderCore\ProfilingDebugging\FDrawEvent)


code: uint32 GetDynamicInstancingHash() const


description: Returns the pipeline state sort key, which can be used for sorting material draws to reduce context switches.

code: uint64 GetPipelineStateSortingKey ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FGraphicsPipelineRenderTargetsInfo](API\Runtime\RHI\FGraphicsPipelineRenderTargetsIn-) & RenderTargetsInfo ) const


description: Returns the pipeline state sort key, which can be used for sorting material draws to reduce context switches. This variant will not attempt to create a PSO if it doesn't exist yet and will just return the fallback.

code: uint64 GetPipelineStateSortingKey ( const [FGraphicsPipelineRenderTargetsInfo](API\Runtime\RHI\FGraphicsPipelineRenderTargetsIn-) & RenderTargetsInfo ) const


description: Allocates room for the shader bindings.

code: void InitializeShaderBindings ( const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) & Shaders )


code: bool MatchesForDynamicInstancing ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & Rhs ) const


code: [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & operator= ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & Other )


code: [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & operator= ( [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) && Other )


code: void SetDebugData ( const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * PrimitiveSceneProxy, const [FMaterial](API\Runtime\Engine\FMaterial) * Material, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) * MaterialRenderProxy, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) & UntypedShaders, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, uint32 MeshPassType )


description: Called when the mesh draw command is complete.

code: void SetDrawParametersAndFinalize ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, int32 BatchElementIndex, [FGraphicsMinimalPipelineStateId](API\Runtime\Renderer\FGraphicsMinimalPipelineStateId) PipelineId, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging )


description: Submits commands to the RHI Commandlist to draw the MeshDrawCommand.

code: static void SubmitDraw ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) &__restrict MeshDrawCommand, const FGraphicsMinimalPipelineStateSet & GraphicsMinimalPipelineStateSet, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ScenePrimitiveIdsBuffer, int32 PrimitiveIdOffset, uint32 InstanceFactor, [FRHICommandList](API\Runtime\RHI\FRHICommandList) & CommandList, class [FMeshDrawCommandStateCache](API\Runtime\Renderer\FMeshDrawCommandStateCache) &__restrict StateCache, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndirectArgsOverrideBuffer, uint32 IndirectArgsOverrideByteOffset )


code: void SetStencilRef ( uint32 InStencilRef )


description: Submits the state and shader bindings to the RHI command list, but does not invoke the draw. If function returns false, then draw can be skipped because the PSO used by the draw command is not compiled yet (still precaching)

code: static bool SubmitDrawBegin ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) &__restrict MeshDrawCommand, const FGraphicsMinimalPipelineStateSet & GraphicsMinimalPipelineStateSet, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ScenePrimitiveIdsBuffer, int32 PrimitiveIdOffset, uint32 InstanceFactor, [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FMeshDrawCommandStateCache](API\Runtime\Renderer\FMeshDrawCommandStateCache) &__restrict StateCache, bool bAllowSkipDrawCommand )


description: Submits just the draw primitive portion of the draw command.

code: static void SubmitDrawEnd ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & MeshDrawCommand, uint32 InstanceFactor, [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndirectArgsOverrideBuffer, uint32 IndirectArgsOverrideByteOffset )


description: Submits the state and shader bindings to the RHI command list, but does not invoke the draw indirect. If function returns false, then draw will be skipped because PSO used by the draw command is not compiled yet (still precaching)

code: static bool SubmitDrawIndirectBegin ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) &__restrict MeshDrawCommand, const FGraphicsMinimalPipelineStateSet & GraphicsMinimalPipelineStateSet, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * ScenePrimitiveIdsBuffer, int32 PrimitiveIdOffset, uint32 InstanceFactor, [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FMeshDrawCommandStateCache](API\Runtime\Renderer\FMeshDrawCommandStateCache) &__restrict StateCache, bool bAllowSkipDrawCommand )


description: Submits just the draw indirect primitive portion of the draw command.

code: static void SubmitDrawIndirectEnd ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & MeshDrawCommand, uint32 InstanceFactor, [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, [FRHIBuffer](API\Runtime\RHI\FRHIBuffer) * IndirectArgsOverrideBuffer, uint32 IndirectArgsOverrideByteOffset )


code: FMeshDrawCommand ( [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) && Other )


code: FMeshDrawCommand ( const [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & Other )


className: FMeshDrawCommand

description: FMeshDrawCommandfully describes a mesh pass draw call, captured just above the RHI.FMeshDrawCommandshould contain only data needed to draw. For InitViews payloads, useFVisibleMeshDrawCommand. FMeshDrawCommands are cached at Primitive AddToScene time for vertex factories that support it (no per-frame or per-view shader binding changes). Dynamic Instancing operates at theFMeshDrawCommandlevel for robustness. Adding per-command shader bindings will reduce the efficiency of Dynamic Instancing, but rendering will always be correct. Any resources referenced by a command must be kept alive for the lifetime of the command.FMeshDrawCommandis not responsible for lifetime management of resources. For uniform buffers referenced by cachedFMeshDrawCommand's, RHIUpdateUniformBuffer makes it possible to access per-frame data in the shader without changing bindings.

code: class FMeshDrawCommand

type: union FMeshDraw...

Buffer

type: FRHIBuffer*...

CachedPipelineId

type: FGraphicsMinima...

description: PSO

FirstIndex

description: Draw command parameters

IndirectArgs

type: FMeshDrawComman...

PrimitiveType

description: Redundant as already present in CachedPipelineId, but need access for dynamic instancing on GPU.

ShaderBindings

type: FMeshDrawShader...

description: Resource bindings

StencilRef

description: Non-pipeline state

VertexStreams

type: FVertexInputStr...


code: FMeshDrawCommandCount ( [FMeshDrawCommandCount](API\Runtime\Renderer\FMeshDrawCommandCount) && Other )


className: FMeshDrawCommandCount

code: struct FMeshDrawCommandCount

Num

type: std::atomic< ui...


className: FMeshDrawCommandDebugData

description: Debug only data for being able to backtrack the origin of givenFMeshDrawCommand.

code: struct FMeshDrawCommandDebugData

MaterialName

type: FString

MaterialRenderProxy

type: constFMaterial...

PixelShader

type: TShaderRef<FSh...

type: constFPrimitiv...

ResourceName

type: FName

VertexFactory

type: constFVertexFa...


className: FMeshDrawCommandOverrideArgs

code: struct FMeshDrawCommandOverrideArgs


code: FMeshDrawCommandPrimitiveIdInfo()


description: Use this ctor when DrawPrimitiveId == ScenePrimitiveId (i.e., for scene primitives)

code: FMeshDrawCommandPrimitiveIdInfo ( int32 InScenePrimitiveId, int32 InInstanceSceneDataOffset )


className: FMeshDrawCommandPrimitiveIdInfo

description: Container for primtive ID info that needs to be passed around, in the future will likely be condensed to just the instance ID.

code: struct FMeshDrawCommandPrimitiveIdInfo

bIsDynamicPrimitive

type: uint32:  1

description: Set to true if the primitive ID and instance data offset is a dynamic ID, which means it needs to be translated before use.

DrawPrimitiveId

description: Draw PrimitiveId this draw command is associated with - used by the shader to fetch primitive data from the PrimitiveSceneData SRV.

InstanceSceneDataOffset

description: Offset to the first instance belonging to the primitive in GPU scene.

ScenePrimitiveId

description: Scene PrimitiveId that generated this draw command, or -1 if noFPrimitiveSceneInfo. Can be used to backtrack to theFPrimitiveSceneInfo.


className: Default

code: static const [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) Default = { {0} };


description: Use this ctor when DrawPrimitiveId may be != ScenePrimitiveId (i.e., for dynamic primitives like editor widgets)

code: FMeshDrawCommandPrimitiveIdInfo ( int32 InDrawPrimitiveId, int32 InScenePrimitiveId, int32 InInstanceSceneDataOffset )


code: bool operator< ( [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) B ) const


code: bool operator!= ( [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) B ) const


className: FMeshDrawCommandSortKey

description: FVisibleMeshDrawCommandsort key.

code: class FMeshDrawCommandSortKey


code: void InvalidateUniformBuffer ( const [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * UniformBuffer )


code: void SetPipelineState ( int32 NewPipelineId )


className: FMeshDrawCommandStateCache

code: class FMeshDrawCommandStateCache

ShaderBindings

type: FShaderBindingS...


description: Called once binding setup is complete.

code: void Finalize ( const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging )


code: uint32 GetDynamicInstancingHash() const


code: [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) GetSingleShaderBindings ( EShaderFrequency Frequency, int32 & DataOffset )


code: void GetShaderFrequencies ( [TArray](API\Runtime\Core\Containers\TArray)< EShaderFrequency, TInlineAllocator< SF_NumFrequencies >> & OutShaderFrequencies ) const


description: Allocates space for the bindings of all shaders.

code: void Initialize ( [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) Shaders )


description: Returns whether this set of shader bindings can be merged into an instanced draw call with another.

code: bool MatchesForDynamicInstancing ( const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & Rhs ) const


code: [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & operator= ( const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & Other )


code: [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & operator= ( [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) && Other )


description: Set shader bindings on the commandlist, filtered by state cache.

code: void SetOnCommandList ( [FRHICommandList](API\Runtime\RHI\FRHICommandList) & RHICmdList, const [FBoundShaderStateInput](API\Runtime\RHI\FBoundShaderStateInput) & Shaders, class [FShaderBindingState](API\Runtime\Renderer\FShaderBindingState) * StateCacheShaderBindings ) const


code: void SetOnCommandList ( [FRHIComputeCommandList](API\Runtime\RHI\FRHIComputeCommandList) & RHICmdList, [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * Shader, class [FShaderBindingState](API\Runtime\Renderer\FShaderBindingState) * StateCacheShaderBindings ) const


code: void SetParameters ( [FRHIBatchedShaderParameters](API\Runtime\RHI\FRHIBatchedShaderParameters) & BatchedParameters, [FRHIComputeShader](API\Runtime\RHI\FRHIComputeShader) * Shader, class [FShaderBindingState](API\Runtime\Renderer\FShaderBindingState) * StateCacheShaderBindings ) const


code: FMeshDrawShaderBindings ( [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) && Other )


code: FMeshDrawShaderBindings ( const [FMeshDrawShaderBindings](API\Runtime\Renderer\FMeshDrawShaderBindings) & Other )


className: FMeshDrawShaderBindings

description: Encapsulates shader bindings for a singleFMeshDrawCommand.

code: class FMeshDrawShaderBindings


code: uint32 GetLooseDataOffset() const


code: uint32 GetLooseDataSizeBytes() const


code: const [FShaderParameterMapInfo](API\Runtime\RenderCore\FShaderParameterMapInfo) & GetParameterMapInfo()


description: Note: pointers first in layout, so they stay aligned.

code: uint32 GetUniformBufferOffset() const


code: bool operator== ( const [FMeshDrawShaderBindingsLayout](API\Runtime\Renderer\FMeshDrawShaderBindingsLayout) & Rhs ) const


code: FMeshDrawShaderBindingsLayout ( const TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > & Shader )


className: FMeshDrawShaderBindingsLayout

description: Stores the number of each resource type that will need to be bound to a single shader, computed during shader reflection.

code: class FMeshDrawShaderBindingsLayout

ParameterMapInfo

type: constFShaderPa...


code: template<typename UniformBufferStructType> void Add ( const [TShaderUniformBufferParameter](API\Runtime\RenderCore\TShaderUniformBufferParameter)< UniformBufferStructType > & Parameter, const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< UniformBufferStructType > & Value )


code: template<typename UniformBufferStructType> void Add ( const [TShaderUniformBufferParameter](API\Runtime\RenderCore\TShaderUniformBufferParameter)< UniformBufferStructType > & Parameter, const [TUniformBuffer](API\Runtime\Engine\TUniformBuffer)< UniformBufferStructType > & Value )


code: void Add ( const [FShaderUniformBufferParameter](API\Runtime\RenderCore\FShaderUniformBufferParameter) & Parameter, const [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * Value )


code: void Add ( [FShaderResourceParameter](API\Runtime\RenderCore\FShaderResourceParameter) Parameter, [FRHIShaderResourceView](API\Runtime\RHI\FRHIShaderResourceView) * Value )


code: template<class ParameterType> void Add ( [FShaderParameter](API\Runtime\RenderCore\FShaderParameter) Parameter, const ParameterType & Value )


code: void AddTexture ( [FShaderResourceParameter](API\Runtime\RenderCore\FShaderResourceParameter) TextureParameter, [FShaderResourceParameter](API\Runtime\RenderCore\FShaderResourceParameter) SamplerParameter, [FRHISamplerState](API\Runtime\RHI\FRHISamplerState) * SamplerStateRHI, [FRHITexture](API\Runtime\RHI\FRHITexture) * TextureRHI )


code: FMeshDrawSingleShaderBindings ( const [FMeshDrawShaderBindingsLayout](API\Runtime\Renderer\FMeshDrawShaderBindingsLayout) & InLayout, uint8 * InData )


className: FMeshDrawSingleShaderBindings

code: class FMeshDrawSingleShaderBindings : public [FMeshDrawShaderBindingsLayout](API\Runtime\Renderer\FMeshDrawShaderBindingsLayout)


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: template<typename ShaderType, typename PointerTableType, typename ShaderElementDataType> static void GetElementShaderBindings ( const [TShaderRefBase](API\Runtime\RenderCore\TShaderRefBase)< ShaderType, PointerTableType > & Shader, const FScene * Scene, const [FSceneView](API\Runtime\Engine\FSceneView) * ViewIfDynamicMeshCommand, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const EVertexInputStreamType InputStreamType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * PrimitiveSceneProxy, const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, const [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement, const ShaderElementDataType & ShaderElementData, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings, FVertexInputStreamArray & VertexStreams )


code: void GetElementShaderBindings ( const [FShaderMapPointerTable](API\Runtime\RenderCore\FShaderMapPointerTable) & PointerTable, const FScene * Scene, const [FSceneView](API\Runtime\Engine\FSceneView) * ViewIfDynamicMeshCommand, const [FVertexFactory](API\Runtime\RenderCore\FVertexFactory) * VertexFactory, const EVertexInputStreamType InputStreamType, const FStaticFeatureLevel FeatureLevel, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * PrimitiveSceneProxy, const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, const [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement, const [FMeshMaterialShaderElementData](API\Runtime\Renderer\FMeshMaterialShaderElementData) & ShaderElementData, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings, FVertexInputStreamArray & VertexStreams ) const


code: void GetShaderBindings ( const FScene * Scene, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * PrimitiveSceneProxy, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) & MaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState, const [FMeshMaterialShaderElementData](API\Runtime\Renderer\FMeshMaterialShaderElementData) & ShaderElementData, [FMeshDrawSingleShaderBindings](API\Runtime\Renderer\FMeshDrawSingleShaderBindings) & ShaderBindings ) const


code: RENDERER_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FMeshMaterialShader](API\Runtime\Renderer\FMeshMaterialShader) >::Type InternalBaseType


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

description: InternalLinkType<COUNTER-CounterBase >

code: template<int Counter> struct InternalLinkType


code: static void CallWriteFrozenField &40; FMemoryImageWriter & Writer, const void &42; Object, const void &42; FieldObject, const FTypeLayoutDesc & TypeDesc, const FTypeLayoutDesc & DerivedTypeDesc &41;


description: Initialize(FTypeLayoutDesc& TypeDesc)

code: template<> struct InternalLinkType< COUNTER-CounterBase >


code: static RENDERER_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FMeshMaterialShader ( const [FMeshMaterialShaderType::CompiledShaderInitializerType](API\Runtime\Engine\FMeshMaterialShaderType\CompiledShaderInitializerType) & Initializer )


className: FMeshMaterialShader

description: Base class of all shaders that need material and vertex factory parameters.

code: class FMeshMaterialShader : public [FMaterialShader](API\Runtime\Renderer\FMaterialShader)

PassUniformBuffer

type: FShaderUniformB...


code: void InitializeMeshMaterialData ( const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict PrimitiveSceneProxy, const [FMeshBatch](API\Runtime\Engine\FMeshBatch) &__restrict MeshBatch, int32 StaticMeshId, bool bAllowStencilDither )


code: void InitializeMeshMaterialData ( const [FSceneView](API\Runtime\Engine\FSceneView) * SceneView, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict PrimitiveSceneProxy, int32 StaticMeshId, bool bDitheredLODTransition, bool bAllowStencilDither )


className: FMeshMaterialShaderElementData

code: class FMeshMaterialShaderElementData

DitherUniformBuffer

type: FRHIUniformBuff...


code: FMeshMaterialShaderPermutationParameters ( EShaderPlatform InPlatform, const [FMaterialShaderParameters](API\Runtime\Engine\FMaterialShaderParameters) & InMaterialParameters, const [FVertexFactoryType](API\Runtime\RenderCore\FVertexFactoryType) * InVertexFactoryType, int32 InPermutationId, EShaderPermutationFlags InFlags )


code: struct FMeshMaterialShaderPermutationParameters : public [FMaterialShaderPermutationParameters](API\Runtime\Renderer\FMaterialShaderPermutationParame-)

VertexFactoryType

description: Type of vertex factory to compile.


code: [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & AddCommand ( [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & Initializer, uint32 NumElements )


code: void FinalizeCommand ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & MeshBatch, int32 BatchElementIndex, const [FMeshDrawCommandPrimitiveIdInfo](API\Runtime\Renderer\FMeshDrawCommandPrimitiveIdInfo) & IdInfo, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) SortKey, EFVisibleMeshDrawCommandFlags Flags, const [FGraphicsMinimalPipelineStateInitializer](API\Runtime\Renderer\FGraphicsMinimalPipelineStateIni-) & PipelineState, const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) * ShadersForDebugging, [FMeshDrawCommand](API\Runtime\Renderer\FMeshDrawCommand) & MeshDrawCommand )


code: virtual ~FMeshPassDrawListContext()


className: FMeshPassDrawListContext

description: Interface for the different types of draw lists.

code: class FMeshPassDrawListContext


code: void AppendTo ( [FMeshPassMask](API\Runtime\Renderer\FMeshPassMask) & Mask ) const


code: bool Get ( [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) Pass ) const


code: void Set ( [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) Pass )


code: [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) SkipEmpty ( [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) Pass ) const


className: FMeshPassMask

description: Mesh pass mask - stores one bit per mesh pass.

code: class FMeshPassMask


code: template<typename PassShadersType> void AddGraphicsPipelineStateInitializer ( const [FPSOPrecacheVertexFactoryData](API\Runtime\Engine\FPSOPrecacheVertexFactoryData) & VertexFactoryData, const [FMaterial](API\Runtime\Engine\FMaterial) &__restrict MaterialResource, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) &__restrict DrawRenderState, const [FGraphicsPipelineRenderTargetsInfo](API\Runtime\RHI\FGraphicsPipelineRenderTargetsIn-) &__restrict RenderTargetsInfo, PassShadersType PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, EPrimitiveType PrimitiveType, EMeshPassFeatures MeshPassFeatures, bool bRequired, [TArray](API\Runtime\Core\Containers\TArray)< [FPSOPrecacheData](API\Runtime\Engine\FPSOPrecacheData) > & PSOInitializers )


code: template<typename PassShadersType> void AddGraphicsPipelineStateInitializer ( const [FPSOPrecacheVertexFactoryData](API\Runtime\Engine\FPSOPrecacheVertexFactoryData) & VertexFactoryData, const [FMaterial](API\Runtime\Engine\FMaterial) &__restrict MaterialResource, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) &__restrict DrawRenderState, const [FGraphicsPipelineRenderTargetsInfo](API\Runtime\RHI\FGraphicsPipelineRenderTargetsIn-) &__restrict RenderTargetsInfo, PassShadersType PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, EPrimitiveType PrimitiveType, EMeshPassFeatures MeshPassFeatures, ESubpassHint SubpassHint, uint8 SubpassIndex, bool bRequired, [TArray](API\Runtime\Core\Containers\TArray)< [FPSOPrecacheData](API\Runtime\Engine\FPSOPrecacheData) > & PSOInitializers )


description: Add aFMeshBatchto the pass.

code: void AddMeshBatch ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) &__restrict MeshBatch, uint64 BatchElementMask, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict PrimitiveSceneProxy, int32 StaticMeshId )


code: template<typename PassShadersType, typename ShaderElementDataType> void BuildMeshDrawCommands ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) &__restrict MeshBatch, uint64 BatchElementMask, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict PrimitiveSceneProxy, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) &__restrict MaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) &__restrict MaterialResource, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) &__restrict DrawRenderState, PassShadersType PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) SortKey, EMeshPassFeatures MeshPassFeatures, const ShaderElementDataType & ShaderElementData )


description: Bydefault no PSOs collected.

code: virtual void CollectPSOInitializers ( const [FSceneTexturesConfig](API\Runtime\Engine\FSceneTexturesConfig) & SceneTexturesConfig, const [FMaterial](API\Runtime\Engine\FMaterial) & Material, const [FPSOPrecacheVertexFactoryData](API\Runtime\Engine\FPSOPrecacheVertexFactoryData) & VertexFactoryData, const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PreCacheParams, [TArray](API\Runtime\Core\Containers\TArray)< [FPSOPrecacheData](API\Runtime\Engine\FPSOPrecacheData) > & PSOInitializers )


code: static ERasterizerCullMode ComputeMeshCullMode ( const [FMaterial](API\Runtime\Engine\FMaterial) & InMaterialResource, const [FMeshDrawingPolicyOverrideSettings](API\Runtime\Renderer\FMeshPassProcessor\FMeshDrawingPolicyOverrideSettin-) & InOverrideSettings )


code: static ERasterizerFillMode ComputeMeshFillMode ( const [FMaterial](API\Runtime\Engine\FMaterial) & InMaterialResource, const [FMeshDrawingPolicyOverrideSettings](API\Runtime\Renderer\FMeshPassProcessor\FMeshDrawingPolicyOverrideSettin-) & InOverrideSettings )


code: static [FMeshDrawingPolicyOverrideSettings](API\Runtime\Renderer\FMeshPassProcessor\FMeshDrawingPolicyOverrideSettin-) ComputeMeshOverrideSettings ( const [FPSOPrecacheParams](API\Runtime\Engine\FPSOPrecacheParams) & PrecachePSOParams )


className: FMeshDrawingPolicyOverrideSettings

MeshOverrideFlags

type: EDrawingPolicyO...

MeshPrimitiveType

type: EPrimitiveType


code: static [FMeshDrawingPolicyOverrideSettings](API\Runtime\Renderer\FMeshPassProcessor\FMeshDrawingPolicyOverrideSettin-) ComputeMeshOverrideSettings ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) & Mesh )


code: [FMeshDrawCommandPrimitiveIdInfo](API\Runtime\Renderer\FMeshDrawCommandPrimitiveIdInfo) GetDrawCommandPrimitiveId ( const [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) *__restrict PrimitiveSceneInfo, const [FMeshBatchElement](API\Runtime\Engine\FMeshBatchElement) & BatchElement ) const


code: static ERasterizerCullMode InverseCullMode ( ERasterizerCullMode CullMode )


code: void SetDrawListContext ( [FMeshPassDrawListContext](API\Runtime\Renderer\FMeshPassDrawListContext) * InDrawListContext )


code: bool ShouldSkipMeshDrawCommand ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) &__restrict MeshBatch, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict PrimitiveSceneProxy ) const


code: FMeshPassProcessor ( const FScene * InScene, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [FSceneView](API\Runtime\Engine\FSceneView) * InViewIfDynamicMeshCommand, [FMeshPassDrawListContext](API\Runtime\Renderer\FMeshPassDrawListContext) * InDrawListContext )


code: FMeshPassProcessor ( [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) InMeshPassType, const FScene * InScene, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) InFeatureLevel, const [FSceneView](API\Runtime\Engine\FSceneView) * InViewIfDynamicMeshCommand, [FMeshPassDrawListContext](API\Runtime\Renderer\FMeshPassDrawListContext) * InDrawListContext )


className: FMeshPassProcessor

description: Base class of mesh processors, whose job is to transformFMeshBatchdraw descriptions received from scene proxy implementations into FMeshDrawCommands ready for the RHI command list

code: class FMeshPassProcessor : public [IPSOCollector](API\Runtime\Engine\IPSOCollector)

DrawListContext

type: FMeshPassDrawLi...

FeatureLevel

type: ERHIFeatureLeve...

Scene

type: const FScene &#...

ViewIfDynamicMeshCommand

type: constFSceneVie...


code: void ApplyToPSO ( [FGraphicsPipelineStateInitializer](API\Runtime\RHI\FGraphicsPipelineStateInitialize-) & GraphicsPSOInit ) const


code: [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * GetBlendState() const


code: [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * GetDepthStencilState() const


code: void SetBlendState ( [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * InBlendState )


code: void SetDepthStencilAccess ( [FExclusiveDepthStencil::Type](API\Runtime\RHI\FExclusiveDepthStencil\Type) InDepthStencilAccess )


code: void SetDepthStencilState ( [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * InDepthStencilState )


code: void SetStencilRef ( uint32 InStencilRef )


code: FMeshPassProcessorRenderState ( const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) & DrawRenderState )


code: ~FMeshPassProcessorRenderState()


className: FMeshPassProcessorRenderState

description: A set of render state overrides passed into a Mesh Pass Processor, so it can be configured from the outside.

code: struct FMeshPassProcessorRenderState


code: TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > GetShader ( EShaderFrequency Frequency ) const


className: FMeshProcessorShaders

code: struct FMeshProcessorShaders


code: bool NeedsShaderInitialisation() const


className: FMinimalBoundShaderStateInput

code: struct FMinimalBoundShaderStateInput

CachedGeometryShader

type: FRHIGeometrySha...

CachedPixelShader

type: FRHIPixelShader...

CachedVertexShader

type: FRHIVertexShade...

GeometryShaderResource

type: TRefCountPtr<F...

VertexDeclarationRHI

type: FRHIVertexDecla...


code: static [FMeshPassProcessor](API\Runtime\Renderer\FMeshPassProcessor) * CreateMeshPassProcessor ( EShadingPath ShadingPath, [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) PassType, [ERHIFeatureLevel::Type](API\Runtime\RHI\ERHIFeatureLevel__Type) FeatureLevel, const FScene * Scene, const [FSceneView](API\Runtime\Engine\FSceneView) * InViewIfDynamicMeshCommand, [FMeshPassDrawListContext](API\Runtime\Renderer\FMeshPassDrawListContext) * InDrawListContext )


className: DeprecatedJumpTable

code: static DeprecatedPassProcessorCreateFunction DeprecatedJumpTable = {};


className: Flags

code: static EMeshPassFlags Flags = {};


code: static EMeshPassFlags GetPassFlags ( EShadingPath ShadingPath, [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) PassType )


className: JumpTable

code: static PassProcessorCreateFunction JumpTable = {};


description: Only call on the game thread. Heavy weight. Flush rendering commands and recreate all component render states.

code: static void SetPassFlags ( EShadingPath ShadingPath, [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) PassType, EMeshPassFlags NewFlags )


className: FPassProcessorManager

code: class FPassProcessorManager


className: FPersistentPrimitiveIndex

description: Wrapper to make it harder to confuse the packed and persistent index when used as arguments etc.

code: struct FPersistentPrimitiveIndex


code: FPrimitiveFlagsCompact ( const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * Proxy )


className: FPrimitiveFlagsCompact

description: Flags needed for shadow culling. These are pulled out of theFPrimitiveSceneProxyso we can do rough culling before dereferencing the proxy.

code: struct FPrimitiveFlagsCompact

bCastDynamicShadow

type: uint8:  1

description: True if the primitive casts dynamic shadows.

bCastStaticShadow

description: True if the primitive casts static shadows.

bIsNaniteMesh

description: True if the primitive is a Nanite mesh.

bStaticLighting

description: True if the primitive will cache static lighting.

bSupportsGPUScene

description: True if the primitive draws only meshes that support GPU-Scene.


code: static void ApplyOffset ( [FPrimitiveSceneInfoCompact](API\Runtime\Renderer\FPrimitiveSceneInfoCompact) & Element, FVector Offset )


code: static bool AreElementsEqual ( const [FPrimitiveSceneInfoCompact](API\Runtime\Renderer\FPrimitiveSceneInfoCompact) & A, const [FPrimitiveSceneInfoCompact](API\Runtime\Renderer\FPrimitiveSceneInfoCompact) & B )


code: static const FCompactBoxSphereBounds & GetBoundingBox ( const [FPrimitiveSceneInfoCompact](API\Runtime\Renderer\FPrimitiveSceneInfoCompact) & PrimitiveSceneInfoCompact )


className: MaxElementsPerLeaf

description: Note: this is coupled to shadow gather task granularity, see r.ParallelGatherShadowPrimitives.

code: enum { MaxElementsPerLeaf = 256 }


className: MaxNodeDepth

code: enum { MaxNodeDepth = 12 }


className: MinInclusiveElementsPerNode

code: enum { MinInclusiveElementsPerNode = 7 }


code: static void SetElementId ( const [FPrimitiveSceneInfoCompact](API\Runtime\Renderer\FPrimitiveSceneInfoCompact) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )


code: static void SetOctreeNodeIndex ( const [FPrimitiveSceneInfoCompact](API\Runtime\Renderer\FPrimitiveSceneInfoCompact) & Element, [FOctreeElementId2](API\Runtime\Core\Math\FOctreeElementId2) Id )


className: FPrimitiveOctreeSemantics

description: Defines how the primitive is stored in the scene's primitive octree.

code: struct FPrimitiveOctreeSemantics


description: Adds the primitive's static meshes to the scene.

code: static void AddStaticMeshes ( FScene * Scene, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * > SceneInfos, bool bCacheMeshDrawCommands )


description: Adds the primitive to the scene.

code: static void AddToScene ( FScene * Scene, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * > SceneInfos )


description: Allocate/Free slots for instance data in GPU-Scene

code: static void AllocateGPUSceneInstances ( FScene * Scene, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * > & SceneInfos )


description: Shifts primitive position and all relevant data by an arbitrary delta. Called on world origin changes

code: void ApplyWorldOffset ( FVector InOffset )


description: Deprecated* BeginDeferredUpdateStaticMeshes has been deprecated. Use RequestStaticMeshUpdate instead.

code: void BeginDeferredUpdateStaticMeshes()


description: Cache per-primitive reflection captures used for mobile/forward rendering.

code: void CacheReflectionCaptures()


description: Deprecated* ConditionalUpdateUniformBuffer has been deprecated.

code: void ConditionalUpdateUniformBuffer ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


description: Mark the runtime virtual textures covered by this primitive as dirty.

code: void FlushRuntimeVirtualTexture()


className: FPrimitiveSceneInfoEvent

code: typedef TMulticastDelegate_NoParams< void > FPrimitiveSceneInfoEvent


description: Builds an array of all primitive scene info's in this primitive's attachment group. This only works on potential parents (!LightingAttachmentRoot.IsValid()) and will include the current primitive in the output array.

code: void GatherLightingAttachmentGroupPrimitives ( [TArray](API\Runtime\Core\Containers\TArray)< [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) *, SceneRenderingAllocator > & OutChildSceneInfos )


code: void GatherLightingAttachmentGroupPrimitives ( [TArray](API\Runtime\Core\Containers\TArray)< const [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) *, SceneRenderingAllocator > & OutChildSceneInfos ) const


description: Builds a cumulative bounding box of this primitive and all the primitives in the same attachment group. This only works on potential parents (!LightingAttachmentRoot.IsValid()).


description: Return primitive fullname (for debugging only).


description: Retrieves the index of the primitive in the scene's primitives array. This index is only valid until a primitive is added to or removed from the scene!

code: int32 GetIndex() const


description: Retrieves the address of the primitives index into in the scene's primitives array. This address is only for reference purposes

code: const int32 * GetIndexAddress() const


description: Deprecated* BeginDeferredUpdateStaticMeshesWithoutVisibilityCheck has been deprecated. Use RequestStaticMeshUpdate instead.


code: int32 GetLightmapDataOffset() const


description: Size this class uses in bytes

code: uint32 GetMemoryFootprint()


description: Will output theFMeshBatchassociated with the specified LODIndex.

code: const [FMeshBatch](API\Runtime\Engine\FMeshBatch) * GetMeshBatch ( int8 InLODIndex ) const


code: int32 GetNumLightmapDataEntries() const


description: Return primitive Owner actor name (for debugging only).


description: Persistent index of the primitive in the range [0, FScene::GetMaxPersistentPrimitiveIndex() ). Where the max is never higher than the high watermark of the primitives in the scene. This index remains stable for the life-time of the primitive in the scene (i.e., same as PrimitiveSceneInfo and Proxy - between FScene::AddPrimitive / FScene::RemovePrimitive). The intended use is to enable tracking primitive data over time in renderer systems using direct indexing, e.g., for efficiently storing a bit per primitive. Direct indexing also facilitates easy GPU-reflection and access of the persistent data, where it can be accessed as e.g., GetPrimitiveData(...).PersistentPrimitiveIndex. It is allocated using FScene::PersistentPrimitiveIdAllocator from a range with holes that is kept as compact as possible up to the high-water mark of the scene primitives. Due to persistence this maximum can be substantially larger than the current number of Primitives at times, but never worse than the high-watermark. In the future, the index will likely be refactored to persist for the lifetime of the component (to facilitate tracking data past proxy re-creates). Note: It is not currently used to index any of the current FScene primitive arrays (use PackedIndex), though this is intended to change.


description: Get the cached runtime virtual texture flags for this primitive.


description: Will output the LOD ranges of the static meshes used with this primitive.

code: void GetStaticMeshesLODRange ( int8 & OutMinLOD, int8 & OutMaxLOD ) const


description: Simple comparison against the invalid values used before/after scene add/remove.

code: bool IsIndexValid() const


description: Adds the primitive to the scene's attachment groups.

code: void LinkAttachmentGroup()


description: Set LOD Parent primitive information to the scene.

code: void LinkLODParentComponent()


description: Marks the primitive UB as needing updated and requests a GPU scene update

code: void MarkGPUStateDirty ( EPrimitiveDirtyState PrimitiveDirtyState )


className: MaxCachedReflectionCaptureProxies

code: static const uint32 MaxCachedReflectionCaptureProxies = 3;


description: Return true if we need to call LazyUpdateForRendering


description: Returns whether the primitive needs to call CacheReflectionCaptures.


description: Deprecated* NeedsUniformBufferUpdate has been deprecated.

code: bool NeedsUniformBufferUpdate() const


description: Deprecated* NeedsUpdateStaticMeshes has been deprecated.

code: bool NeedsUpdateStaticMeshes()


description: Deprecated* ReallocateGPUSceneInstances has been deprecated.

code: static void ReallocateGPUSceneInstances ( FScene * Scene, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * > & SceneInfos )


description: Refreshes a primitive's references to raster bins. To be called after changes that might have invalidated them.

code: void RefreshNaniteRasterBins()


description: Nulls out the cached per-primitive reflection captures.

code: void RemoveCachedReflectionCaptures()


description: Removes the primitive from the scene.

code: void RemoveFromScene ( bool bUpdateStaticDrawLists )


description: Removes the primitive's static meshes from the scene.

code: void RemoveStaticMeshes()


description: Adds a request to update GPU scene representation.

code: bool RequestGPUSceneUpdate ( EPrimitiveDirtyState PrimitiveDirtyState )


description: Sets a flag to update the primitive's static meshes before it is next rendered.

code: void RequestStaticMeshUpdate()


description: Sets a flag to update the primitive's uniform buffer before it is next rendered.

code: bool RequestUniformBufferUpdate()


code: void SetCacheShadowAsStatic ( bool bStatic )


description: Deprecated* SetNeedsUniformBufferUpdate is deprecated. Use RequestUniformBufferUpdate instead.

code: void SetNeedsUniformBufferUpdate ( bool bInNeedsUniformBufferUpdate )


code: bool ShouldCacheShadowAsStatic() const


description: Removes the primitive from the scene's attachment groups.

code: void UnlinkAttachmentGroup()


description: Helper function for writing out to the last render times to the game thread

code: void UpdateComponentLastRenderTime ( float CurrentWorldTime, bool bUpdateLastRenderTimeOnScreen ) const


description: Clear LOD parent primitive information from the scene.

code: void UnlinkLODParentComponent()


code: void UpdateIndirectLightingCacheBuffer ( [FRHICommandListBase](API\Runtime\RHI\FRHICommandListBase) & RHICmdList )


code: void UpdateIndirectLightingCacheBuffer &40; FRHICommandListBase & RHICmdList, const class FIndirectLightingCache &42; LightingCache, const class FIndirectLightingCacheAllocation &42; LightingAllocation, FVector VolumetricLightmapLookupPosition, uint32 SceneFrameNumber, class FVolumetricLightmapSceneData &42; VolumetricLightmapSceneData &41;


description: Update the cached runtime virtual texture flags for this primitive. Do this when runtime virtual textures are created or destroyed.

code: void UpdateRuntimeVirtualTextureFlags()


description: Updates static lighting uniform buffer, returns the number of entries needed for GPUScene

code: int32 UpdateStaticLightingBuffer()


description: Updates the primitive's static meshes in the scene.

code: static void UpdateStaticMeshes ( FScene * Scene, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * > SceneInfos, EUpdateStaticMeshFlags UpdateFlags, bool bReAddToDrawLists )


description: Deprecated* UpdateUniformBuffer has been deprecated.

code: void UpdateUniformBuffer ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList )


description: Initialization constructor.

code: FPrimitiveSceneInfo ( [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent) * InPrimitive, FScene * InScene )


description: Destructor.

code: ~FPrimitiveSceneInfo()


className: FPrimitiveSceneInfo

description: The renderer's internal state for a singleUPrimitiveComponent. This has a one to one mapping withFPrimitiveSceneProxy, which is in the engine module.

code: class FPrimitiveSceneInfo : public [FDeferredCleanupInterface](API\Runtime\RenderCore\FDeferredCleanupInterface)

bNeedsCachedReflectionCaptureUpdate

type: bool:  1

description: Whether the primitive is newly registered or moved and CachedReflectionCaptureProxy needs to be updated on the next render.

bShouldRenderInMainPass

description: Set to true for the primitive to be rendered in the main pass to be visible in a view.

bVisibleInRealTimeSkyCapture

description: Set to true for the primitive to be rendered into the real-time sky light reflection capture.

CachedPlanarReflectionProxy

type: constFPlanarRe...

description: Planar reflection that was closest to this primitive, used for forward reflections.

CachedReflectionCaptureProxies

type: constFReflecti...

CachedReflectionCaptureProxy

description: Reflection capture proxy that was closest to this primitive, used for the forward shading rendering path.

DefaultDynamicHitProxy

type: HHitProxy*

description: The hit proxy which is used to represent the primitive's dynamic elements.

DefaultDynamicHitProxyId

type: FHitProxyId

description: The ID of the hit proxy which is used to represent the primitive's dynamic elements.

DistanceFieldInstanceIndices

type: TArray< int32, ...

description: Mapping from instance index in this primitive to index in the global distance field object buffers.

HitProxies

type: TArray<TRefCou...

description: The hit proxies used by the primitive.

IndirectLightingCacheAllocation

type: constFIndirect...

description: Caches the primitive's indirect lighting cache allocation.

IndirectLightingCacheUniformBuffer

type: TUniformBufferR...

description: The uniform buffer holding precomputed lighting parameters for the indirect lighting cache allocation.

LastRenderTime

type: float

description: Last render time in seconds since level started play.

LightingAttachmentRoot

type: FPrimitiveCompo...

description: The root attachment component id for use with lighting, if valid.

LightList

type: FLightPrimitive...

description: The list of lights affecting this primitive.

LODParentComponentId

description: The component id of the LOD parent if valid.

LumenPrimitiveGroupIndices

description: Mapping from instance index in this primitive to index in the LumenPrimitiveGroup array.

NaniteCommandInfos

type: TArray< FNanite...

NaniteHitProxyIds

type: TArray< uint32 ...

NumMobileDynamicLocalLights

description: The number of local lights with dynamic lighting for mobile

OctreeId

type: FOctreeElementI...

description: The identifier for the primitive in Scene->PrimitiveOctree.

OwnerLastRenderTime

type: float *

description: Pointer to the last render time variable on the primitive's owning actor (if owned), which is written to by the RT and read by the GT.

PrimitiveComponentId

description: Id for the component this primitive belongs to.

Proxy

type: FPrimitiveScene...

description: The render proxy for the primitive.

RegistrationSerialNumber

description: Number assigned to this component when it was registered with the world.

Scene

type: FScene *

description: The scene the primitive is in.

StaticMeshCommandInfos

type: TArray< classF...

description: The primitive's cached mesh draw commands infos for all static meshes.

StaticMeshes

description: The primitive's static meshes.

StaticMeshRelevances

description: The primitive's static mesh relevances.


description: Initialization constructor.

code: FPrimitiveSceneInfoCompact ( [FPrimitiveSceneInfo](API\Runtime\Renderer\FPrimitiveSceneInfo) * InPrimitiveSceneInfo )


className: FPrimitiveSceneInfoCompact

description: The information needed to determine whether a primitive is visible.

code: class FPrimitiveSceneInfoCompact

Bounds

type: FCompactBoxSphe...

PrimitiveFlagsCompact

type: FPrimitiveFlags...

VisibilityId

description: Used for precomputed visibility


description: Number of bits to reserve for the RuntimeVirtualTextureMask. If we use more than this number of runtime virtual textures in a scene we will trigger a slower path in rendering the VT pages.

code: enum { RuntimeVirtualTexture_BitCount = 7 }


className: FPrimitiveVirtualTextureFlags

description: Flags needed for broad phase culling of runtime virtual texture page rendering.

code: struct FPrimitiveVirtualTextureFlags

bRenderToVirtualTexture

type: uint8:  1

description: True if the primitive can render to virtual texture

RuntimeVirtualTextureMask

type: uint8:  Runtime...

description: Mask of the allocated runtime virtual textures in the scene to render to.


className: FPrimitiveVirtualTextureLodInfo

description: Lod data used for runtime virtual texture page rendering. Packed to reduce memory overhead since one of these is allocated per primitive.

code: struct FPrimitiveVirtualTextureLodInfo

CullMethod

type: uint16:  1

description: Culling method used to remove the primitive from low mips of the runtime virtual texture.

CullValue

type: uint16:  3

description: Value used according to the CullMethod.

LodBias

type: uint16:  4

description: Bias to use for Lod calculation in the runtime virtual texture.

MaxLod

description: Maximum Lod for primitive in the runtime virtual texture.

MinLod

description: Minimum Lod for primitive in the runtime virtual texture.


className: LodBiasOffset

description: LodBias is in range [-7,8] so is stored with this offset.

code: enum { LodBiasOffset = 7 }


code: bool IsUsingNaniteRayTracing() const


code: void SetRayTracingShaderBindingsForHitGroup ( FRayTracingLocalShaderBindingWriter * BindingWriter, const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< [FViewUniformShaderParameters](API\Runtime\Engine\FViewUniformShaderParameters) > & ViewUniformBuffer, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * SceneUniformBuffer, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * NaniteUniformBuffer, uint32 InstanceIndex, uint32 SegmentIndex, uint32 HitGroupIndexInPipeline, uint32 ShaderSlot ) const


description: Sets ray hit group shaders on the mesh command and allocates room for the shader bindings.

code: void SetShaders ( const [FMeshProcessorShaders](API\Runtime\Renderer\FMeshProcessorShaders) & Shaders )


className: FRayTracingMeshCommand

code: class FRayTracingMeshCommand

bCastRayTracedShadows

type: bool

MaterialShader

type: FRHIRayTracingS...

ShaderBindings

type: FMeshDrawShader...


code: [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & AddCommand ( const [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & Initializer )


code: void FinalizeCommand ( [FRayTracingMeshCommand](API\Runtime\Renderer\FRayTracingMeshCommand) & RayTracingMeshCommand )


className: FRayTracingMeshCommandContext

code: class FRayTracingMeshCommandContext


code: void SetRayTracingShaderBindings ( FRayTracingLocalShaderBindingWriter * BindingWriter, const [TUniformBufferRef](API\Runtime\RenderCore\TUniformBufferRef)< [FViewUniformShaderParameters](API\Runtime\Engine\FViewUniformShaderParameters) > & ViewUniformBuffer, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * SceneUniformBuffer, [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * NaniteUniformBuffer, uint32 ShaderIndexInPipeline, uint32 ShaderSlot ) const


description: Sets ray tracing shader on the command and allocates room for the shader bindings.

code: void SetShader ( const TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > & Shader )


className: FRayTracingShaderCommand

code: class FRayTracingShaderCommand


className: FRDGExternalBuffer

code: struct FRDGExternalBuffer

Buffer

type: TRefCountPtr<F...

Format

type: EPixelFormat

SRV

type: FShaderResource...

UAV

type: FUnorderedAcces...


className: FRDGImportedBuffer

code: struct FRDGImportedBuffer

Buffer

type: FRDGBufferRef

SRV

type: FRDGBufferSRVRe...

type: FRDGBufferUAVRe...


description: Call to initialize for the requested builder instance.

code: static const [FRDGSystemTextures](API\Runtime\Renderer\FRDGSystemTextures) & Create ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Returns the instance for the builder. Must be called after Create.

code: static const [FRDGSystemTextures](API\Runtime\Renderer\FRDGSystemTextures) & Get ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


description: Returns whether the system textures have been created.

code: static bool IsValid ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: FRDGSystemTextures

description: Contains system textures which can be registered for read-only access on an RDG pass.

code: struct FRDGSystemTextures

Black

type: FRDGTextureRef

StencilDummySRV

type: FRDGTextureSRVR...


code: FRegisterPassProcessorCreateFunction ( PassProcessorCreateFunction CreateFunction, EShadingPath InShadingPath, [EMeshPass::Type](API\Runtime\Renderer\EMeshPass__Type) InPassType, EMeshPassFlags PassFlags )


code: ~FRegisterPassProcessorCreateFunction()


className: FRegisterPassProcessorCreateFunction


code: static void Decode ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * ShaderMap, [TArrayView](API\Runtime\Core\Containers\TArrayView)< FRDGTextureRef const > InRenderTargets, FRDGTextureRef & OutRTWriteMask, ETextureCreateFlags RTWriteMaskFastVRamConfig, const TCHAR * RTWriteMaskDebugName )


code: static void Decode ( [FRHICommandListImmediate](API\Runtime\RHI\FRHICommandListImmediate) & RHICmdList, [FGlobalShaderMap](API\Runtime\RenderCore\FGlobalShaderMap) * ShaderMap, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) *const > InRenderTargets, [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [IPooledRenderTarget](API\Runtime\RenderCore\IPooledRenderTarget) > & OutRTWriteMask, ETextureCreateFlags RTWriteMaskFastVRamConfig, const TCHAR * RTWriteMaskDebugName )


className: FRenderTargetWriteMask

code: class FRenderTargetWriteMask


code: [FRHITexture](API\Runtime\RHI\FRHITexture) * GetDepthTexture() const


code: [FRHIUniformBuffer](API\Runtime\RHI\FRHIUniformBuffer) * GetUniformBuffer() const


code: void QueueExtractions ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const FSceneTextures & SceneTextures )


className: FSceneTextureExtracts

description: Struct containing references to extracted RHI resources after RDG execution. All textures are left in an SRV read state, so they can safely be used for read without being re-imported into RDG. Likewise, the uniform buffer is non-RDG and can be used as is.

code: class FSceneTextureExtracts : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)


className: FDefaultDepthStencilState

code: typedef [TStaticDepthStencilState](API\Runtime\RenderCore\TStaticDepthStencilState)< false, CF_Always > FDefaultDepthStencilState


code: FScreenPassPipelineState ( const TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > & InVertexShader, const TShaderRef< [FShader](API\Runtime\RenderCore\FShader) > & InPixelShader, [FRHIBlendState](API\Runtime\RHI\FRHIBlendState) * InBlendState, [FRHIDepthStencilState](API\Runtime\RHI\FRHIDepthStencilState) * InDepthStencilState, uint32 InStencilRef, [FRHIVertexDeclaration](API\Runtime\RHI\FRHIVertexDeclaration) * InVertexDeclaration )


className: FScreenPassPipelineState

description: Draw information for the more advanced DrawScreenPass variant. Allows customizing the blend / depth stencil state, providing a custom vertex shader, and more fine-grained control of the underlying draw call.

code: struct FScreenPassPipelineState

BlendState

type: FRHIBlendState...

DepthStencilState

type: FRHIDepthStenci...

PixelShader

type: TShaderRef<FSh...

VertexDeclaration

type: FRHIVertexDecla...


code: static [FScreenPassRenderTarget](API\Runtime\Renderer\FScreenPassRenderTarget) CreateFromInput ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) Input, ERenderTargetLoadAction OutputLoadAction, const TCHAR * OutputName )


code: static [FScreenPassRenderTarget](API\Runtime\Renderer\FScreenPassRenderTarget) CreateViewFamilyOutput ( FRDGTextureRef ViewFamilyTexture, const FViewInfo & View )


code: bool operator== ( [FScreenPassRenderTarget](API\Runtime\Renderer\FScreenPassRenderTarget) Other ) const


code: bool operator!= ( [FScreenPassRenderTarget](API\Runtime\Renderer\FScreenPassRenderTarget) Other ) const


code: FScreenPassRenderTarget ( [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) InTexture, ERenderTargetLoadAction InLoadAction )


code: FScreenPassRenderTarget ( FRDGTextureRef InTexture, ERenderTargetLoadAction InLoadAction )


code: FScreenPassRenderTarget ( FRDGTextureRef InTexture, FIntRect InViewRect, ERenderTargetLoadAction InLoadAction )


className: FScreenPassRenderTarget

description: Describes a texture with a load action for usage as a render target.

code: struct FScreenPassRenderTarget : public [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture)

LoadAction

type: ERenderTargetLo...


code: static [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) CopyFromSlice ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FScreenPassTextureSlice](API\Runtime\Renderer\FScreenPassTextureSlice) & ScreenTextureSlice )


code: bool operator== ( [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) Other ) const


code: bool operator!= ( [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) Other ) const


code: FScreenPassTexture ( FRDGTextureRef InTexture )


code: FScreenPassTexture ( const [FScreenPassTextureSlice](API\Runtime\Renderer\FScreenPassTextureSlice) & ScreenTexture )


code: FScreenPassTexture ( FRDGTextureRef InTexture, FIntRect InViewRect )


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FScreenPassTextureInput](API\Runtime\Renderer\FScreenPassTextureInput) & InContents, EUniformBufferUsage InUsage )


className: FScreenPassTexture

description: Describes a texture with a paired viewport rect.

code: struct FScreenPassTexture

ViewRect

type: FIntRect


className: bIsStoredInConstantBuffer

code: static bIsStoredInConstantBuffer = true;


className: FileLine

code: static FileLine = builtin_LINE();


className: FileName

code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


className: NumElements

code: static NumElements = 0;


className: NumColumns

code: static NumColumns = 1;


className: zzFuncPtr

code: typedef void * zzFuncPtr


className: zzMemberFunc

code: typedef zzFuncPtr(* zzMemberFunc


className: FScreenPassTextureInput

description: A utility shader parameter struct containing the viewport, texture, and sampler for a unique texture input to a shader.

code: class FScreenPassTextureInput

Sampler

type: TShaderResource...

Viewport

type: FScreenPassText...


code: static [FScreenPassTextureSlice](API\Runtime\Renderer\FScreenPassTextureSlice) CreateFromScreenPassTexture ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder, const [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) & ScreenTexture )


code: bool operator== ( [FScreenPassTextureSlice](API\Runtime\Renderer\FScreenPassTextureSlice) Other ) const


code: bool operator!= ( [FScreenPassTextureSlice](API\Runtime\Renderer\FScreenPassTextureSlice) Other ) const


code: FScreenPassTextureSlice ( FRDGTextureSRVRef InTextureSRV, FIntRect InViewRect )


className: FScreenPassTextureSlice

description: Describes a Texture2D or a slice within a texture array with a paired viewport rect.

code: struct FScreenPassTextureSlice


description: Creates a viewport that is downscaled by an integer multiple.

code: static [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) CreateDownscaled ( const [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) & Other, FIntPoint ScaleFactor )


description: Creates a viewport scaled by a floating point multiplier.

code: static [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) CreateScaled ( const [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) & Other, FVector2D Scale )


description: Returns the ratio of rect size to extent along each axis.

code: FVector2D GetRectToExtentRatio() const


description: Returns whether the viewport contains an empty viewport or extent.

code: bool IsEmpty() const


description: Returns whether the viewport covers the full extent of the texture.

code: bool IsFullscreen() const


code: bool operator== ( const [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) & Other ) const


code: bool operator!= ( const [FScreenPassTextureViewport](API\Runtime\Renderer\FScreenPassTextureViewport) & Other ) const


code: FScreenPassTextureViewport ( FIntRect InRect )


code: FScreenPassTextureViewport ( [FScreenPassTexture](API\Runtime\Renderer\FScreenPassTexture) InTexture )


code: FScreenPassTextureViewport ( FRDGTextureRef InTexture )


code: FScreenPassTextureViewport ( [FScreenPassTextureSlice](API\Runtime\Renderer\FScreenPassTextureSlice) InTexture )


code: FScreenPassTextureViewport ( FIntPoint InExtent )


code: FScreenPassTextureViewport ( FRDGTextureRef InTexture, FIntRect InRect )


code: FScreenPassTextureViewport ( FIntPoint InExtent, FIntRect InRect )


className: FScreenPassTextureViewport

description: Describes a view rect contained within the extent of a texture. Used to derive texture coordinate transformations.

code: class FScreenPassTextureViewport

Extent

type: FIntPoint

description: The texture extent, in pixels; defines a super-set [0, 0]x(Extent, Extent).

Rect

description: The viewport rect, in pixels; defines a sub-set within [0, 0]x(Extent, Extent).


code: static FUniformBufferRHIRef CreateUniformBuffer ( const [FScreenPassTextureViewportParameters](API\Runtime\Renderer\FScreenPassTextureViewportParame-) & InContents, EUniformBufferUsage InUsage )


code: static bIsStoredInConstantBuffer = true;


code: static FileLine = builtin_LINE();


code: static FileName = builtin_FILE();


code: static const FShaderParametersMetadata &42; GetStructMetadata&40;&41;


code: static NumColumns = 1;


code: static NumElements = 0;


code: typedef void * zzFuncPtr


code: typedef zzFuncPtr(* zzMemberFunc


className: zzMemberIdExtent

description: Texture extent in pixels.


className: zzMemberIdScreenPosToViewportScale

description: Scale / Bias factor to convert from [-1, 1] to [ViewportMin, ViewportMax].


className: zzMemberIdScreenPosToViewportBias


className: zzMemberIdUVViewportBilinearMin

description: Texture viewport min / max in normalized UV coordinates, with respect to the texture extent, adjusted by a half pixel offset for bilinear filtering. Useful for clamping to avoid sampling pixels on viewport edges; e.g. clamp(UV, UVViewportBilinearMin, UVViewportBilinearMax);


className: zzMemberIdUVViewportMin

description: Texture viewport min / max in normalized UV coordinates, with respect to the texture extent.


className: zzMemberIdUVViewportSize

description: Texture viewport size in normalized UV coordinates, with respect to the texture extent.


className: zzMemberIdViewportMin

description: Texture viewport min / max in pixels.


className: zzMemberIdViewportSize

description: Texture viewport size in pixels.


code: FScreenPassTextureViewportParameters()


className: FScreenPassTextureViewportParameters

description: Describes the set of shader parameters for a screen pass texture viewport.

Extent

type: TShaderParamete...


code: FScreenPassViewInfo ( const [FSceneView](API\Runtime\Engine\FSceneView) & View )


className: FScreenPassViewInfo

description: Type used to carry the limited amount of data we need from aFSceneView.

code: struct FScreenPassViewInfo

bHMDHiddenAreaMaskActive

type: const bool

StereoViewIndex

type: const int32


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructCompiledInstance ( const typename [FShader::CompiledShaderInitializerType](API\Runtime\RenderCore\FShader\CompiledShaderInitializerType) & Initializer )


code: static [FShader](API\Runtime\RenderCore\FShader) * ConstructSerializedInstance()


className: CounterBase

code: static constexpr int CounterBase = __COUNTER__;


code: static RENDERER_API [ShaderMetaType](API\Runtime\RenderCore\FGlobalShader\ShaderMetaType) & GetStaticType()


code: RENDERER_API const [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & GetTypeLayout() const


className: InterfaceType

code: static constexpr [ETypeLayoutInterface::Type](API\Runtime\Core\Serialization\ETypeLayoutInterface__Type) InterfaceType = ETypeLayoutInterface:: NonVirtual;


className: InternalBaseType

code: typedef typename [TGetBaseTypeHelper](API\Runtime\Core\Serialization\TGetBaseTypeHelper)< [FScreenPassVS](API\Runtime\Renderer\FScreenPassVS) >::Type InternalBaseType


code: static void Initialize &40; FTypeLayoutDesc & TypeDesc &41;


className: InternalLinkType

code: template<int Counter> struct InternalLinkType


code: static void ModifyCompilationEnvironmentImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters, [FShaderCompilerEnvironment](API\Runtime\RenderCore\FShaderCompilerEnvironment) & OutEnvironment )


code: static bool ShouldCompilePermutationImpl ( const [FShaderPermutationParameters](API\Runtime\RenderCore\FShaderPermutationParameters) & Parameters )


code: static RENDERER_API [FTypeLayoutDesc](API\Runtime\Core\Serialization\FTypeLayoutDesc) & StaticGetTypeLayout()


code: FScreenPassVS ( const [ShaderMetaType::CompiledShaderInitializerType](API\Runtime\RenderCore\FGlobalShaderType\CompiledShaderInitializerType) & Initializer )


className: FScreenPassVS

description: The vertex shader used by DrawScreenPass to draw a rectangle.

code: class FScreenPassVS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)