// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "/Engine/Shared/NaniteDefinitions.h" struct FQueuePassState { uint ClusterBatchReadOffset; // Offset in batches uint ClusterWriteOffset; // Offset in individual clusters uint NodeReadOffset; uint NodeWriteOffset; int NodeCount; // Can temporarily be conservatively higher }; struct FQueueState { uint TotalClusters; uint AssemblyTransformsWriteOffset; FQueuePassState PassState[2]; }; uint MaxCandidateClusters; uint GetMaxClusterBatches() { return MaxCandidateClusters / NANITE_PERSISTENT_CLUSTER_CULLING_GROUP_SIZE; }