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API > API/Runtime > API/Runtime/Engine
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/SceneTexturesConfig.h |
| Include | #include "SceneTexturesConfig.h" |
Syntax
struct FSceneTexturesConfig
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint32: 1 | bIsUsingGBuffers | True if platform is using GBuffers. | |
| uint32: 1 | bKeepDepthContent | (Mobile) True if the platform should write depth content back to memory. | |
| uint32: 1 | bMemorylessMSAA | (Mobile) True if MSAA targets can be memoryless | |
| uint32: 1 | bPreciseDepthAux | (Mobile) True if SceneDepthAux should use a precise pixel format | |
| uint32: 1 | bRequireMultiView | (VR) True if scene color and depth should be multi-view allocated. | |
| bool | bRequiresAlphaChannel | True if we require an alpha channel for scene color. | |
| uint32: 1 | bSamplesCustomStencil | (Mobile) True if CustomStencil are sampled in a shader | |
| uint32: 1 | bSupportsXRTargetManagerDepthAlloc | (XR) True if we can request an XR depth swapchain | |
| FClearValueBinding | ColorClearValue | Optimized clear values to use for color / depth textures. | |
| ETextureCreateFlags | ColorCreateFlags | Create flags when creating scene color / depth textures. | |
| EPixelFormat | ColorFormat | Pixel format to use when creating scene color. | |
| FClearValueBinding | DepthClearValue | ||
| ETextureCreateFlags | DepthCreateFlags | ||
| uint32 | EditorPrimitiveNumSamples | Number of MSAA sampled used by the editor primitive composition targets. | |
| FIntPoint | Extent | Extent of all full-resolution textures. | |
| ESceneTextureExtracts | Extracts | Extractions to queue for after execution of the render graph. | |
| ETextureCreateFlags | ExtraSceneColorCreateFlags | Flags passed in from initializer. | |
| ETextureCreateFlags | ExtraSceneDepthCreateFlags | ||
| ERHIFeatureLevel::Type | FeatureLevel | ||
| FGBufferBindings[GBL_Num] | GBufferBindings | ||
| FGBufferParams[GBL_Num] | GBufferParams | (Deferred Shading) Dynamic GBuffer configuration used to control allocation and slotting of base pass textures. | |
| FIntPoint | MobilePixelProjectedReflectionExtent | Extend of the mobile Pixel Projected Reflection texture. | |
| uint32 | NumSamples | Number of MSAA samples used by color and depth targets. | |
| EShaderPlatform | ShaderPlatform | ||
| EShadingPath | ShadingPath | Enums describing the shading / feature / platform configurations used to construct the config. | |
| uint32 | SmallDepthDownsampleFactor | Downsample factors to divide against the full resolution texture extent. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| const FSceneTexturesConfig & | Get () |
Gets the persistent global config instance. If unset, will return a default constructed instance. | |
| uint32 | GetGBufferRenderTargetsInfo
(
FGraphicsPipelineRenderTargetsInfo& RenderTargetsInfo, |
||
| void | Init
(
const FSceneTexturesConfigInitSettings& InitSettings |
||
| bool | IsValid () |
||
| void | Set
(
const FSceneTexturesConfig& Config |
Sets the persistent global config instance. | |
| void | SetupMobileGBufferFlags
(
bool bRequiresMultiPass |
Constants
| Name | Description |
|---|---|
| GlobalInstance |