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API > API/Runtime > API/Runtime/Renderer > API/Runtime/Renderer/FMeshPassProcessor > API/Runtime/Renderer/FMeshPassProcessor/AddGraphicsPipelineStateInitiali-
References
| Module | Renderer |
| Header | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h |
| Include | #include "MeshPassProcessor.h" |
| Source | /Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.inl |
template<typename PassShadersType>
void AddGraphicsPipelineStateInitializer
&40;
const FPSOPrecacheVertexFactoryData & VertexFactoryData,
const FMaterial &restrict MaterialResource,
const FMeshPassProcessorRenderState &restrict DrawRenderState,
const FGraphicsPipelineRenderTargetsInfo &restrict RenderTargetsInfo,
PassShadersType PassShaders,
ERasterizerFillMode MeshFillMode,
ERasterizerCullMode MeshCullMode,
EPrimitiveType PrimitiveType,
EMeshPassFeatures MeshPassFeatures,
ESubpassHint SubpassHint,
uint8 SubpassIndex,
bool bRequired,
TArray< FPSOPrecacheData > & PSOInitializers
&41;