| int DivRoundUp(int x, int y) | Static+1 flags | | 0x04 |
| int get_estimatedVMemCost() | 2 flags | | 0x04 |
| void set_estimatedVMemCost(int value) | Private+1 flags | | 0x04 |
| void Initialize() | Static+1 flags | | 0x00 |
| Texture GetValidityTexture() | 1 flags | | 0x08 |
| Texture GetSkyOcclusionTexture() | 1 flags | | 0x08 |
| Texture GetSkyShadingDirectionIndicesTexture() | 1 flags | | 0x08 |
| Texture GetProbeOcclusionTexture() | 1 flags | | 0x08 |
| void .ctor(const ProbeVolumeTextureMemoryBudget& memoryBudget, const ProbeVolumeSHBands& shBands, bool allocateValidityData, bool allocateRenderingLayerData, bool allocateSkyOcclusion, bool allocateSkyShadingData, bool allocateProbeOcclusionData) | 2 flags | | 0x04 |
| void AllocatePool(int width, int height, int depth) | 1 flags | | 0x04 |
| int GetRemainingChunkCount() | Public | | 0x04 |
| void EnsureTextureValidity() | 1 flags | | 0x00 |
| bool EnsureTextureValidity(bool renderingLayers, bool skyOcclusion, bool skyDirection, bool probeOcclusion) | 1 flags | | 0x01 |
| int GetChunkSizeInBrickCount() | Static+1 flags | | 0x04 |
| int GetChunkSizeInProbeCount() | Static+1 flags | | 0x04 |
| int GetPoolWidth() | 1 flags | | 0x04 |
| int GetPoolHeight() | 1 flags | | 0x04 |
| Vector3Int GetPoolDimensions() | 1 flags | | 0x0C |
| void GetRuntimeResources(ref RuntimeResources& rr) | 1 flags | | 0x78 |
| void Clear() | 1 flags | | 0x00 |
| int GetChunkCount(int brickCount) | Static+1 flags | | 0x04 |
| bool Allocate(int numberOfBrickChunks, List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> outAllocations, bool ignoreErrorLog) | 1 flags | | 0x08 |
| void Deallocate(List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> allocations) | 1 flags | | 0x08 |
| void Update(const DataLocation& source, List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> srcLocations, List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> dstLocations, int destStartIndex, const ProbeVolumeSHBands& bands) | 1 flags | | 0x68 |
| void Update(CommandBuffer cmd, CellStreamingScratchBuffer dataBuffer, const CellStreamingScratchBufferLayout& layout, List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> dstLocations, bool updateSharedData, Texture validityTexture, const ProbeVolumeSHBands& bands, bool skyOcclusion, Texture skyOcclusionTexture, bool skyShadingDirections, Texture skyShadingDirectionsTexture, bool probeOcclusion) | 1 flags | | 0x70 |
| void UpdateValidity(const DataLocation& source, List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> srcLocations, List<UnityEngine.Rendering.ProbeBrickPool.BrickChunkAlloc> dstLocations, int destStartIndex) | 1 flags | | 0x68 |
| Vector3Int ProbeCountToDataLocSize(int numProbes) | Static+1 flags | | 0x0C |
| int EstimateMemoryCost(int width, int height, int depth, const GraphicsFormat& format) | PrivateStatic | | 0x04 |
| int EstimateMemoryCostForBlending(const ProbeVolumeTextureMemoryBudget& memoryBudget, bool compressed, const ProbeVolumeSHBands& bands) | Static+1 flags | | 0x04 |
| Texture CreateDataTexture(int width, int height, int depth, const GraphicsFormat& format, const string& name, bool allocateRendertexture, ref int& allocatedBytes) | PublicStatic | | 0x08 |
| DataLocation CreateDataLocation(int numProbes, bool compressed, const ProbeVolumeSHBands& bands, const string& name, bool allocateRendertexture, bool allocateValidityData, bool allocateRenderingLayers, bool allocateSkyOcclusionData, bool allocateSkyShadingDirectionData, bool allocateProbeOcclusionData, ref int& allocatedBytes) | PublicStatic | | 0x68 |
| void DerivePoolSizeFromBudget(const ProbeVolumeTextureMemoryBudget& memoryBudget, ref int& width, ref int& height, ref int& depth) | PrivateStatic | | 0x04 |
| void Cleanup() | 1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |