Navigation
API > API/Runtime > API/Runtime/RenderCore > API/Runtime/RenderCore/FPixelShaderUtils
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddRasterizeToRectsPass
(
FRDGBuilder& GraphBuilder, |
Rect based pixel shader pass. | PixelShaderUtils.h | |
static void AddRasterizeToRectsPass
(
FRDGBuilder& GraphBuilder, |
Rect based pixel shader pass. | PixelShaderUtils.h |
AddRasterizeToRectsPass(FRDGBuilder &, const FGlobalShaderMap , FRDGEventName &&, const TShaderRef< TPixelShaderClass > &, TPassParameters , FIntPoint, FRDGBufferSRVRef, uint32, FRHIBlendState , FRHIRasterizerState , FRHIDepthStencilState *, uint32, FIntPoint, FRDGBufferSRVRef, uint32, const bool)
Description
Rect based pixel shader pass.
| Name | AddRasterizeToRectsPass |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/PixelShaderUtils.h |
| Include Path | #include "PixelShaderUtils.h" |
template<typename TPixelShaderClass, typename TPassParameters>
static void AddRasterizeToRectsPass
(
FRDGBuilder & GraphBuilder,
const FGlobalShaderMap * GlobalShaderMap,
FRDGEventName && PassName,
const TShaderRef< TPixelShaderClass > & PixelShader,
TPassParameters * Parameters,
FIntPoint ViewportSize,
FRDGBufferSRVRef RectCoordBufferSRV,
uint32 NumRects,
FRHIBlendState * BlendState,
FRHIRasterizerState * RasterizerState,
FRHIDepthStencilState * DepthStencilState,
uint32 StencilRef,
FIntPoint TextureSize,
FRDGBufferSRVRef RectUVBufferSRV,
uint32 DownsampleFactor,
const bool bSkipRenderPass
)
AddRasterizeToRectsPass(FRDGBuilder &, const FGlobalShaderMap , FRDGEventName &&, const TShaderRef< TPixelShaderClass > &, TPassParameters , FIntPoint, FRDGBufferSRVRef, uint32, FRHIBlendState , FRHIRasterizerState , FRHIDepthStencilState *, uint32, FIntPoint, FRDGBufferSRVRef, uint32, ERDGPassFlags, float)
Description
Rect based pixel shader pass.
| Name | AddRasterizeToRectsPass |
| Type | function |
| Header File | /Engine/Source/Runtime/RenderCore/Public/PixelShaderUtils.h |
| Include Path | #include "PixelShaderUtils.h" |
template<typename TPixelShaderClass, typename TPassParameters>
static void AddRasterizeToRectsPass
(
FRDGBuilder & GraphBuilder,
const FGlobalShaderMap * GlobalShaderMap,
FRDGEventName && PassName,
const TShaderRef< TPixelShaderClass > & PixelShader,
TPassParameters * Parameters,
FIntPoint ViewportSize,
FRDGBufferSRVRef RectCoordBufferSRV,
uint32 NumRects,
FRHIBlendState * BlendState,
FRHIRasterizerState * RasterizerState,
FRHIDepthStencilState * DepthStencilState,
uint32 StencilRef,
FIntPoint TextureSize,
FRDGBufferSRVRef RectUVBufferSRV,
uint32 DownsampleFactor,
ERDGPassFlags AdditionalPassFlags,
float DepthIncrement
)