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Vertex factory with vertex stream components for GPU skinned vertices
| Name | FGPUBaseSkinVertexFactory |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/GPUSkinVertexFactory.h |
| Include Path | #include "GPUSkinVertexFactory.h" |
Syntax
class FGPUBaseSkinVertexFactory : public FVertexFactory
Inheritance Hierarchy
- FRenderResource → FVertexFactory → FGPUBaseSkinVertexFactory
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGPUBaseSkinVertexFactory
(
ERHIFeatureLevel::Type InFeatureLevel, |
GPUSkinVertexFactory.h | ||
FGPUBaseSkinVertexFactory
(
const FInitializer& Initializer |
GPUSkinVertexFactory.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FGPUBaseSkinVertexFactory() |
GPUSkinVertexFactory.h |
Classes
| Name | Remarks |
|---|---|
| FUpdateScope |
Structs
| Name | Remarks |
|---|---|
| FInitializer | |
| FShaderDataType |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| GHardwareMaxGPUSkinBones | const uint32 | GPUSkinVertexFactory.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseVertexIndex | uint32 | GPUSkinVertexFactory.h | ||
| BoneBufferSize | uint32 | GPUSkinVertexFactory.h | ||
| BoneOffset | uint32 | GPUSkinVertexFactory.h | ||
| bUniformBufferDirty | bool | GPUSkinVertexFactory.h | ||
| bUsedForPassthroughVertexFactory | bool | GPUSkinVertexFactory.h | ||
| NumBones | uint32 | GPUSkinVertexFactory.h | ||
| NumVertices | uint32 | GPUSkinVertexFactory.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CopyDataTypeForLocalVertexFactory
(
FLocalVertexFactory::FDataType& OutDestData |
GPUSkinVertexFactory.h | ||
uint32 GetBaseVertexIndex() |
GPUSkinVertexFactory.h | ||
uint32 GetBoneBufferSize() |
GPUSkinVertexFactory.h | ||
virtual GPUSkinBoneInfluenceType GetBoneInfluenceType() |
GPUSkinVertexFactory.h | ||
uint32 GetBoneOffset() |
GPUSkinVertexFactory.h | ||
virtual FGPUBaseSkinAPEXClothVertexFactory * GetClothVertexFactory () |
Cloth vertex factory access. | GPUSkinVertexFactory.h | |
virtual FGPUBaseSkinAPEXClothVertexFactory const * GetClothVertexFactory () |
GPUSkinVertexFactory.h | ||
virtual const FShaderResourceViewRHIRef GetColorComponentsSRV() |
GPUSkinVertexFactory.h | ||
virtual const uint32 GetColorIndexMask() |
GPUSkinVertexFactory.h | ||
const FMorphVertexBuffer * GetMorphVertexBuffer
(
bool bPrevious |
GPUSkinVertexFactory.h | ||
uint32 GetMorphVertexBufferUpdatedFrameNumber() |
GPUSkinVertexFactory.h | ||
virtual uint32 GetNumBoneInfluences() |
GPUSkinVertexFactory.h | ||
uint32 GetNumBones() |
GPUSkinVertexFactory.h | ||
virtual uint32 GetNumTexCoords() |
GPUSkinVertexFactory.h | ||
uint32 GetNumVertices() |
GPUSkinVertexFactory.h | ||
void GetOverrideVertexStreams
(
FVertexInputStreamArray& VertexStreams |
GPUSkinVertexFactory.h | ||
virtual const FShaderResourceViewRHIRef GetPositionsSRV() |
GPUSkinVertexFactory.h | ||
const FVertexStreamComponent & GetPositionStreamComponent() |
GPUSkinVertexFactory.h | ||
const FShaderDataType & GetShaderData () |
GPUSkinVertexFactory.h | ||
| Accessor | GPUSkinVertexFactory.h | ||
virtual const FShaderResourceViewRHIRef GetTangentsSRV() |
GPUSkinVertexFactory.h | ||
const FVertexStreamComponent & GetTangentStreamComponent
(
int Index |
GPUSkinVertexFactory.h | ||
virtual const FShaderResourceViewRHIRef GetTextureCoordinatesSRV() |
GPUSkinVertexFactory.h | ||
FRHIUniformBuffer * GetUniformBuffer() |
GPUSkinVertexFactory.h | ||
virtual bool IsMorphTarget() |
GPUSkinVertexFactory.h | ||
bool IsReadyForStaticMeshCaching() |
GPUSkinVertexFactory.h | ||
bool IsUniformBufferValid() |
GPUSkinVertexFactory.h | ||
void MarkUniformBufferDirty() |
GPUSkinVertexFactory.h | ||
void SetData
(
const FGPUSkinDataType* InData |
An implementation of the interface used by TSynchronizedResource to update the resource with new data from the game thread. | GPUSkinVertexFactory.h | |
virtual void SetData
(
FRHICommandListBase& RHICmdList, |
GPUSkinVertexFactory.h | ||
void UpdateMorphState
(
FRHICommandListBase& RHICmdList, |
Morph vertex factory functions | GPUSkinVertexFactory.h | |
void UpdateUniformBuffer
(
FRHICommandListBase& RHICmdList |
GPUSkinVertexFactory.h | ||
virtual bool Use16BitBoneIndex() |
GPUSkinVertexFactory.h |
Overridden from FVertexFactory
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FShaderResourceViewRHIRef GetTriangleSortingPositionSRV() |
GPUSkinVertexFactory.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddVertexElements
(
FVertexDeclarationElementList& OutElements |
Add the decl elements for the streams | GPUSkinVertexFactory.h |
Overridden from FRenderResource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitRHI
(
FRHICommandListBase& RHICmdList |
GPUSkinVertexFactory.h | ||
virtual void ReleaseRHI() |
GPUSkinVertexFactory.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool GetAlwaysUseDeformerForUnlimitedBoneInfluences
(
EShaderPlatform Platform |
Returns true if mesh LODs with Unlimited Bone Influences must always be rendered using a Mesh Deformer for the given shader platform. | GPUSkinVertexFactory.h | |
static int32 GetBoneInfluenceLimitForAsset
(
int32 AssetProvidedLimit, |
Returns the maximum number of bone influences that should be used for a skeletal mesh, given the user-requested limit. | GPUSkinVertexFactory.h | |
static int32 GetMaxGPUSkinBones
(
const ITargetPlatform* TargetPlatform |
GPUSkinVertexFactory.h | ||
static int32 GetMinimumPerPlatformMaxGPUSkinBonesValue() |
Return the smallest platform MaxGPUSkinBones value. | GPUSkinVertexFactory.h | |
static bool GetUnlimitedBoneInfluences
(
const ITargetPlatform* TargetPlatform |
GPUSkinVertexFactory.h | ||
static bool UseUnlimitedBoneInfluences
(
uint32 MaxBoneInfluences, |
GPUSkinVertexFactory.h |