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Encapsulates shader bindings for a single FMeshDrawCommand.
| Name | FMeshDrawShaderBindings |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
Syntax
class FMeshDrawShaderBindings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| MeshPassProcessor.h | |||
FMeshDrawShaderBindings
(
FMeshDrawShaderBindings&& Other |
MeshPassProcessor.h | ||
FMeshDrawShaderBindings
(
const FMeshDrawShaderBindings& Other |
MeshPassProcessor.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FMeshDrawShaderBindings() |
MeshPassProcessor.h |
Structs
| Name | Remarks |
|---|---|
| FData |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | FMeshDrawShaderBindings::FData | MeshPassProcessor.h | ||
| ShaderFrequencyBits | uint16 | MeshPassProcessor.h | ||
| ShaderLayouts | TArray< FMeshDrawShaderBindingsLayout, TInlineAllocator< 2 > > | MeshPassProcessor.h | ||
| Size | uint16 | MeshPassProcessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Finalize
(
const FMeshProcessorShaders* ShadersForDebugging |
Called once binding setup is complete. | MeshPassProcessor.h | |
SIZE_T GetAllocatedSize() |
MeshPassProcessor.h | ||
int32 GetDataSize() |
MeshPassProcessor.h | ||
uint32 GetDynamicInstancingHash() |
MeshPassProcessor.h | ||
void GetShaderFrequencies
(
TArray< EShaderFrequency, TInlineAllocator< SF_NumFrequencies > >& OutShaderFrequencies |
MeshPassProcessor.h | ||
FMeshDrawSingleShaderBindings GetSingleShaderBindings
(
EShaderFrequency Frequency, |
MeshPassProcessor.h | ||
| MeshPassProcessor.h | |||
void Initialize
(
const TShaderRef< FShader >& Shader |
MeshPassProcessor.h | ||
void Initialize
(
const FMeshProcessorShaders& Shaders |
Allocates space for the bindings of all shaders. | MeshPassProcessor.h | |
bool MatchesForDynamicInstancing
(
const FMeshDrawShaderBindings& Rhs |
Returns whether this set of shader bindings can be merged into an instanced draw call with another. | MeshPassProcessor.h | |
void SetOnCommandList
(
FRHIComputeCommandList& RHICmdList, |
MeshPassProcessor.h | ||
void SetOnCommandList
(
FRHICommandList& RHICmdList, |
Set shader bindings on the commandlist, filtered by state cache. | MeshPassProcessor.h | |
void SetParameters
(
FRHIBatchedShaderParameters& BatchedParameters, |
MeshPassProcessor.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FMeshDrawShaderBindings & operator=
(
FMeshDrawShaderBindings&& Other |
MeshPassProcessor.h | ||
FMeshDrawShaderBindings & operator=
(
const FMeshDrawShaderBindings& Other |
MeshPassProcessor.h |