| int get_estimatedVMemCost() | 2 flags | | 0x04 |
| void set_estimatedVMemCost(int value) | Private+1 flags | | 0x04 |
| ComputeBuffer GetDebugFragmentationBuffer() | 1 flags | | 0x08 |
| float get_fragmentationRate() | 2 flags | | 0x04 |
| void set_fragmentationRate(float value) | Private+1 flags | | 0x04 |
| int SizeOfPhysicalIndexFromBudget(const ProbeVolumeTextureMemoryBudget& memoryBudget) | Private | | 0x04 |
| void .ctor(const ProbeVolumeTextureMemoryBudget& memoryBudget) | 2 flags | | 0x04 |
| int GetRemainingChunkCount() | Public | | 0x04 |
| void UploadIndexData() | 1 flags | | 0x00 |
| void UpdateDebugData() | Private | | 0x00 |
| void Clear() | 1 flags | | 0x00 |
| void GetRuntimeResources(ref RuntimeResources& rr) | 1 flags | | 0x78 |
| void Cleanup() | 1 flags | | 0x00 |
| void ComputeFragmentationRate() | 1 flags | | 0x00 |
| int MergeIndex(int index, int size) | Private | | 0x04 |
| int GetNumberOfChunks(int brickCount) | 1 flags | | 0x04 |
| bool FindSlotsForEntries(ref IndirectionEntryUpdateInfo[]& entriesInfo) | 1 flags | | 0x08 |
| bool ReserveChunks(const IndirectionEntryUpdateInfo[]& entriesInfo, bool ignoreErrorLog) | 1 flags | | 0x08 |
| bool BrickOverlapEntry(const Vector3Int& brickMin, const Vector3Int& brickMax, const Vector3Int& entryMin, const Vector3Int& entryMax) | Static+1 flags | | 0x0C |
| int LocationToIndex(int x, int y, int z, const Vector3Int& sizeOfValid) | PrivateStatic | | 0x0C |
| void MarkBrickInPhysicalBuffer(ref IndirectionEntryUpdateInfo& entry, const Vector3Int& brickMin, const Vector3Int& brickMax, int brickSubdivLevel, int entrySubdivLevel, int idx) | Private | | 0x34 |
| void AddBricks(CellIndexInfo cellInfo, const NativeArray<UnityEngine.Rendering.ProbeBrickIndex.Brick>& bricks, List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> allocations, int allocationSize, int poolWidth, int poolHeight) | Public | | 0x10 |
| void RemoveBricks(CellIndexInfo cellInfo) | Public | | 0x08 |