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API > API/Runtime > API/Runtime/Renderer > API/Runtime/Renderer/FGraphicsMinimalPipelineStateId
References
| Module | Renderer |
| Header | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include | #include "MeshPassProcessor.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/MeshPassProcessor.cpp |
static FGraphicsMinimalPipelineStateId GetPipelineStateId
(
const FGraphicsMinimalPipelineStateInitializer & InPipelineState,
FGraphicsMinimalPipelineStateSet & InOutPassSet,
bool & NeedsShaderInitialisation
)
Remarks
Get a pipeline state id in this order: global persistent Id table. If not found, will lookup in PassSet argument. If not found in PassSet argument, create a blank pipeline set id and add it PassSet argument