Navigation
API > API/Runtime > API/Runtime/Engine
Struct containing the scene texture configuration used to create scene textures. Use InitializeViewFamily to initialize the SceneTexturesConfig structure in the FViewFamilyInfo. A global singleton instance is maintained manually with static Set / Get functions, but will soon be deprecated, in preference of using the structure from the FViewFamilyInfo.
| Name | FSceneTexturesConfig |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/SceneTexturesConfig.h |
| Include Path | #include "SceneTexturesConfig.h" |
Syntax
struct FSceneTexturesConfig
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSceneTexturesConfig() |
SceneTexturesConfig.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| GlobalInstance | FSceneTexturesConfig | SceneTexturesConfig.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bCustomResolveSubpass | uint32 | (Mobile) True if Custom MSAA resolve subpass is enabled | SceneTexturesConfig.h | |
| bIsUsingGBuffers | uint32 | True if platform is using GBuffers. | SceneTexturesConfig.h | |
| bKeepDepthContent | uint32 | (Mobile) True if the platform should write depth content back to memory. | SceneTexturesConfig.h | |
| bMemorylessMSAA | uint32 | (Mobile) True if MSAA targets can be memoryless | SceneTexturesConfig.h | |
| bPreciseDepthAux | uint32 | (Mobile) True if SceneDepthAux should use a precise pixel format | SceneTexturesConfig.h | |
| bRequireMultiView | uint32 | (VR) True if scene color and depth should be multi-view allocated. | SceneTexturesConfig.h | |
| bRequiresAlphaChannel | bool | True if we require an alpha channel for scene color. | SceneTexturesConfig.h | |
| bRequiresDepthAux | uint32 | (Mobile) True if platform requires SceneDepthAux target | SceneTexturesConfig.h | |
| bSamplesCustomStencil | uint32 | (Mobile) True if CustomStencil are sampled in a shader | SceneTexturesConfig.h | |
| bSupportsXRTargetManagerDepthAlloc | uint32 | (XR) True if we can request an XR depth swapchain | SceneTexturesConfig.h | |
| ColorClearValue | FClearValueBinding | Optimized clear values to use for color / depth textures. | SceneTexturesConfig.h | |
| ColorCreateFlags | ETextureCreateFlags | Create flags when creating scene color / depth textures. | SceneTexturesConfig.h | |
| ColorFormat | EPixelFormat | Pixel format to use when creating scene color. | SceneTexturesConfig.h | |
| DepthClearValue | FClearValueBinding | SceneTexturesConfig.h | ||
| DepthCreateFlags | ETextureCreateFlags | SceneTexturesConfig.h | ||
| EditorPrimitiveNumSamples | uint32 | Number of MSAA sampled used by the editor primitive composition targets. | SceneTexturesConfig.h | |
| Extent | FIntPoint | Extent of all full-resolution textures. | SceneTexturesConfig.h | |
| Extracts | ESceneTextureExtracts | Extractions to queue for after execution of the render graph. | SceneTexturesConfig.h | |
| ExtraSceneColorCreateFlags | ETextureCreateFlags | Flags passed in from initializer. | SceneTexturesConfig.h | |
| ExtraSceneDepthCreateFlags | ETextureCreateFlags | SceneTexturesConfig.h | ||
| FeatureLevel | ERHIFeatureLevel::Type | SceneTexturesConfig.h | ||
| GBufferBindings | FGBufferBindings | SceneTexturesConfig.h | ||
| GBufferParams | FGBufferParams | (Deferred Shading) Dynamic GBuffer configuration used to control allocation and slotting of base pass textures. | SceneTexturesConfig.h | |
| MobileMultiViewRenderTargetNumLayers | uint32 | (Mobile XR) Number of render target layers in mobile multi view. | SceneTexturesConfig.h | |
| NumSamples | uint32 | Number of MSAA samples used by color and depth targets. | SceneTexturesConfig.h | |
| ShaderPlatform | EShaderPlatform | SceneTexturesConfig.h | ||
| ShadingPath | EShadingPath | Enums describing the shading / feature / platform configurations used to construct the config. | SceneTexturesConfig.h | |
| SmallDepthDownsampleFactor | uint32 | Downsample factors to divide against the full resolution texture extent. | SceneTexturesConfig.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildSceneColorAndDepthFlags() |
SceneTexturesConfig.h | ||
uint32 GetGBufferRenderTargetsInfo
(
FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo, |
SceneTexturesConfig.h | ||
void Init
(
const FSceneTexturesConfigInitSettings& InitSettings |
SceneTexturesConfig.h | ||
bool IsValid() |
SceneTexturesConfig.h | ||
void SetupMobileGBufferFlags
(
bool bRequiresMultiPass |
SceneTexturesConfig.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FSceneTexturesConfig & Get() |
Gets the persistent global config instance. If unset, will return a default constructed instance. | SceneTexturesConfig.h | |
static uint32 GetEditorPrimitiveNumSamples
(
ERHIFeatureLevel::Type FeatureLevel |
Number of MSAA samples in the Editor.Primitive |
SceneTexturesConfig.h | |
static void Set
(
const FSceneTexturesConfig& Config |
Sets the persistent global config instance. | SceneTexturesConfig.h |