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UnrealEngine/Engine/Shaders/Private/Nanite/NaniteHierarchyTraversalCommon.ush
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

26 lines
616 B
HLSL

// 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; }