FGraphicsMinimalPipelineStateInitializer

Pipeline state without render target state Useful for mesh passes where the render target state is not changing between draws.

Windows
MacOS
Linux

References

Module

Renderer

Header

/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h

Include

#include "MeshPassProcessor.h"

Syntax

class FGraphicsMinimalPipelineStateInitializer

Remarks

Pipeline state without render target state Useful for mesh passes where the render target state is not changing between draws.

the size of this class affects rendering mesh pass traversal performance.

Variables

Name Description

Public variable

bool

 

bDepthBounds

As it is sometimes hashed and compared as raw bytes.

Public variable

bool

 

bHasFragmentDensityAttachment

Public variable

FRHIBlendState ...

 

BlendState

Public variable

FMinimalBoundSh...

 

BoundShaderState

TODO: [PSO API] - As we migrate reuse existing API objects, but eventually we can move to the direct initializers.

Public variable

FRHIDepthStenci...

 

DepthStencilState

Public variable

EVRSShadingRate

 

DrawShadingRate

Public variable

FImmutableSampl...

 

ImmutableSamplerState

Public variable

uint8

 

MultiViewCount

Public variable

EPrimitiveType

 

PrimitiveType

Public variable

FRHIRasterizerS...

 

RasterizerState

Constructors

Functions

Operators

Name Description

Public function Const

bool

 

operator!=

(
    const FGraphicsMinimalPipelineState...
)

Public function Const

bool

 

operator<

(
    const FGraphicsMinimalPipelineState...
)

Public function Const

bool

 

operator==

(
    const FGraphicsMinimalPipelineState...
)

Public function Const

bool

 

operator>

(
    const FGraphicsMinimalPipelineState...
)

Typedefs

Name

Description

TRenderTargetFlags

TRenderTargetFormats

Can't use TEnumByte as it changes the struct to be non trivially constructible, breaking memset.

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