Navigation
API > API/Runtime > API/Runtime/Renderer > API/Runtime/Renderer/FMeshPassProcessor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddGraphicsPipelineStateInitializer
(
const FPSOPrecacheVertexFactoryData& VertexFactoryData, |
MeshPassProcessor.h | ||
static void AddGraphicsPipelineStateInitializer
(
const FPSOPrecacheVertexFactoryData& VertexFactoryData, |
MeshPassProcessor.h |
AddGraphicsPipelineStateInitializer(const FPSOPrecacheVertexFactoryData &, const FMaterial &__restrict, const FMeshPassProcessorRenderState &__restrict, const FGraphicsPipelineRenderTargetsInfo &__restrict, const PassShadersType &, ERasterizerFillMode, ERasterizerCullMode, EPrimitiveType, EMeshPassFeatures, bool, TArray< FPSOPrecacheData > &)
| Name | AddGraphicsPipelineStateInitializer |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
| Source | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.inl |
template<typename PassShadersType>
void AddGraphicsPipelineStateInitializer
(
const FPSOPrecacheVertexFactoryData & VertexFactoryData,
const FMaterial &__restrict MaterialResource,
const FMeshPassProcessorRenderState &__restrict DrawRenderState,
const FGraphicsPipelineRenderTargetsInfo &__restrict RenderTargetsInfo,
const PassShadersType & PassShaders,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode,
EPrimitiveType PrimitiveType,
EMeshPassFeatures MeshPassFeatures,
bool bRequired,
TArray < FPSOPrecacheData > & PSOInitializers
)
AddGraphicsPipelineStateInitializer(const FPSOPrecacheVertexFactoryData &, const FMaterial &__restrict, const FMeshPassProcessorRenderState &__restrict, const FGraphicsPipelineRenderTargetsInfo &__restrict, const PassShadersType &, ERasterizerFillMode, ERasterizerCullMode, EPrimitiveType, EMeshPassFeatures, ESubpassHint, uint8, bool, int32, TArray< FPSOPrecacheData > &)
| Name | AddGraphicsPipelineStateInitializer |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include Path | #include "MeshPassProcessor.h" |
| Source | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.inl |
template<typename PassShadersType>
static void AddGraphicsPipelineStateInitializer
(
const FPSOPrecacheVertexFactoryData & VertexFactoryData,
const FMaterial &__restrict MaterialResource,
const FMeshPassProcessorRenderState &__restrict DrawRenderState,
const FGraphicsPipelineRenderTargetsInfo &__restrict RenderTargetsInfo,
const PassShadersType & PassShaders,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode,
EPrimitiveType PrimitiveType,
EMeshPassFeatures MeshPassFeatures,
ESubpassHint SubpassHint,
uint8 SubpassIndex,
bool bRequired,
int32 PSOCollectorIndex,
TArray < FPSOPrecacheData > & PSOInitializers
)