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The IStereoRenderTargetManager can be returned from IStereoRendering::GetRenderTargetManager() implementations. Implement this interface if a stereo rendering device requires all output to be rendered into separate render targets and/or to customize how separate render targets are allocated.
| Name | IStereoRenderTargetManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/StereoRenderTargetManager.h |
| Include Path | #include "StereoRenderTargetManager.h" |
Syntax
class IStereoRenderTargetManager
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 AcquireColorTexture() |
Acquires the next available color texture. | StereoRenderTargetManager.h | |
virtual int32 AcquireDepthTexture() |
Acquires the next available depth texture. | StereoRenderTargetManager.h | |
virtual bool AllocateDepthTexture
(
uint32 Index, |
Allocates a depth texture. | StereoRenderTargetManager.h | |
virtual bool AllocateRenderTargetTexture
(
uint32 Index, |
Allocates a render target texture. | StereoRenderTargetManager.h | |
virtual bool AllocateRenderTargetTextures
(
uint32 SizeX, |
Allocates the render target textures, which includes the color textures and optionally other textures like depth. | StereoRenderTargetManager.h | |
virtual bool AllocateShadingRateTexture
(
uint32 Index, |
Allocates a shading rate texture. | StereoRenderTargetManager.h | |
void CalculateRenderTargetSize
(
const FViewport& Viewport, |
Calculates dimensions of the render target texture for direct rendering of distortion. | StereoRenderTargetManager.h | |
virtual EPixelFormat GetActualColorSwapchainFormat() |
Returns pixel format that the device created its swapchain with (which can be different than what was requested in AllocateRenderTargetTexture) | StereoRenderTargetManager.h | |
virtual bool GetMotionVectorDepthTexture
(
uint32 Index, |
Allocates a motion vector depth texture. | StereoRenderTargetManager.h | |
virtual bool GetMotionVectorTexture
(
uint32 Index, |
Allocates a motion vector texture. | StereoRenderTargetManager.h | |
virtual uint32 GetNumberOfBufferedFrames() |
Returns number of required buffered frames. | StereoRenderTargetManager.h | |
virtual bool GetRecommendedMotionVectorTextureSize
(
FIntPoint& OutTextureSize |
Gets the size of the motion vector texture recommended by the stereo device. | StereoRenderTargetManager.h | |
virtual bool HDRGetMetaDataForStereo
(
EDisplayOutputFormat& OutDisplayOutputFormat, |
Retrieves HDR information about the stereo device, if any is available. | StereoRenderTargetManager.h | |
virtual bool NeedReAllocateDepthTexture
(
const TRefCountPtr< struct IPooledRenderTarget >& DepthTarget |
Returns true, if render target texture must be re-calculated. | StereoRenderTargetManager.h | |
virtual bool NeedReAllocateShadingRateTexture
(
const TRefCountPtr< struct IPooledRenderTarget >& ShadingRateTarget |
Returns true, if shading rate texture must be re-calculated. | StereoRenderTargetManager.h | |
bool NeedReAllocateViewportRenderTarget
(
const FViewport& Viewport |
Returns true, if render target texture must be re-calculated. | StereoRenderTargetManager.h | |
virtual bool ReconfigureForShaderPlatform
(
EShaderPlatform NewShaderPlatform |
In the editor, we may switch between preview shader platforms, which support various single-pass rendering methods (e.g. InstancedStereo or MobileMultiView). | StereoRenderTargetManager.h | |
bool ShouldUseSeparateRenderTarget () |
Whether a separate render target should be used or not. | StereoRenderTargetManager.h | |
| Updates viewport for direct rendering of distortion. Should be called on a game thread. | StereoRenderTargetManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static EPixelFormat GetStereoLayerPixelFormat() |
StereoRenderTargetManager.h |