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Pipeline state without render target state Useful for mesh passes where the render target state is not changing between draws. Note: the size of this class affects rendering mesh pass traversal performance.
| Name | FGraphicsMinimalPipelineStateInitializer |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
class FGraphicsMinimalPipelineStateInitializer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MeshPassProcessor.h | |||
FGraphicsMinimalPipelineStateInitializer
(
const FGraphicsMinimalPipelineStateInitializer& InMinimalState |
MeshPassProcessor.h | ||
FGraphicsMinimalPipelineStateInitializer
(
FMinimalBoundShaderStateInput InBoundShaderState, |
MeshPassProcessor.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| TRenderTargetFlags | TStaticArray< uint32, MaxSimultaneousRenderTargets > | MeshPassProcessor.h | |
| TRenderTargetFormats | TStaticArray< EPixelFormat, MaxSimultaneousRenderTargets > | Can't use TEnumByte |
MeshPassProcessor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAllowVariableRateShading | bool | MeshPassProcessor.h | ||
| bDepthBounds | bool | Note: FGraphicsMinimalPipelineStateInitializer is 8-byte aligned and can't have any implicit padding, as it is sometimes hashed and compared as raw bytes. | MeshPassProcessor.h | |
| BlendState | FRHIBlendState * | MeshPassProcessor.h | ||
| BoundShaderState | FMinimalBoundShaderStateInput | TODO: [PSO API] - As we migrate reuse existing API objects, but eventually we can move to the direct initializers. | MeshPassProcessor.h | |
| DepthStencilState | FRHIDepthStencilState * | MeshPassProcessor.h | ||
| DrawShadingRate | EVRSShadingRate | MeshPassProcessor.h | ||
| ImmutableSamplerState | FImmutableSamplerState | MeshPassProcessor.h | ||
| PrimitiveType | EPrimitiveType | MeshPassProcessor.h | ||
| PSOPrecacheState | EPSOPrecacheResult | The PSO precache state - updated at draw time and can be used to skip draw when still precaching. | MeshPassProcessor.h | |
| RasterizerState | FRHIRasterizerState * | MeshPassProcessor.h | ||
| StatePrecachePSOHash | uint64 | Data hash of the minimal PSO which is used to optimize the computation of the full PSO. | MeshPassProcessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGraphicsPipelineStateInitializer AsGraphicsPipelineStateInitializer() |
MeshPassProcessor.h | ||
void ComputeStatePrecachePSOHash() |
MeshPassProcessor.h | ||
void SetupBoundShaderState
(
FRHIVertexDeclaration* VertexDeclaration, |
MeshPassProcessor.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FGraphicsMinimalPipelineStateInitializer& rhs |
MeshPassProcessor.h | ||
bool operator==
(
const FGraphicsMinimalPipelineStateInitializer& rhs |
MeshPassProcessor.h | ||
bool operator>
(
const FGraphicsMinimalPipelineStateInitializer& rhs |
MeshPassProcessor.h |