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API > API/Runtime > API/Runtime/Engine
Inheritance Hierarchy
- IStereoRenderTargetManager
- FXRRenderTargetManager
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/StereoRenderTargetManager.h |
| Include | #include "StereoRenderTargetManager.h" |
Syntax
class IStereoRenderTargetManager
Remarks
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.
Functions
| Type | Name | Description | |
|---|---|---|---|
| int32 | Acquires the next available color texture. | ||
| bool | AllocateDepthTexture
(
uint32 Index, |
Allocates a depth texture. | |
| bool | AllocateRenderTargetTextures
(
uint32 SizeX, |
Allocates the render target textures, which includes the color textures and optionally other textures like depth. | |
| bool | AllocateShadingRateTexture
(
uint32 Index, |
Allocates a shading rate texture. | |
| void | CalculateRenderTargetSize
(
const FViewport& Viewport, |
Calculates dimensions of the render target texture for direct rendering of distortion. | |
| EPixelFormat | Returns pixel format that the device created its swapchain with (which can be different than what was requested in AllocateRenderTargetTexture) | ||
| EPixelFormat | |||
| bool | HDRGetMetaDataForStereo
(
EDisplayOutputFormat& OutDisplayOutputFormat, |
Retrieves HDR information about the stereo device, if any is available. | |
| bool | NeedReAllocateShadingRateTexture
(
const TRefCountPtr< struct IPooledRenderTarget >& ShadingRateTarget |
Returns true, if shading rate texture must be re-calculated. | |
| bool | NeedReAllocateViewportRenderTarget
(
const FViewport& Viewport |
Returns true, if render target texture must be re-calculated. | |
| 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). | |
| bool | Whether a separate render target should be used or not. | ||
| void | UpdateViewport
(
bool bUseSeparateRenderTarget, |
Updates viewport for direct rendering of distortion. Should be called on a game thread. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AllocateRenderTargetTexture
(
uint32 Index, |
Implement AllocateRenderTargetTextures to allocate all textures at once | |
| uint32 | Inferred from the array size returned in AllocateRenderTargetTextures | ||
| bool | NeedReAllocateDepthTexture
(
const TRefCountPtr< struct IPooledRenderTarget >& DepthTarget |
Return true in NeedReAllocateViewportRenderTarget instead |