Navigation
| Name | Renderer |
| Type | Runtime |
| Location | /Engine/Source/Runtime/Renderer/ |
| Module Build Rules | Renderer.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FBatchedPrimitiveParameters | |
| FCachedMeshDrawCommandInfo | Stores information about a mesh draw command which is cached in the scene. |
| FCachedPassMeshDrawList | |
| FCachedPassMeshDrawListContext | |
| FCachedPassMeshDrawListContextDeferred | |
| FCachedPassMeshDrawListContextImmediate | |
| FCachedRayTracingMeshCommandContext | |
| FDebugUniformExpressionSet | Debug information related to uniform expression sets. |
| FDepthBounds | |
| FDynamicMeshDrawCommandStorage | Storage for Mesh Draw Commands built every frame. |
| FDynamicPassMeshDrawListContext | Context used when building FMeshDrawCommands for one frame only. |
| FDynamicRayTracingMeshCommandContext | |
| FGlobalDistanceFieldParameterData | |
| FGlobalDistanceFieldParameters | |
| FGlobalDistanceFieldParameters2 | |
| FGlobalDistanceFieldReadback | |
| FGPUSceneWriteDelegate | Special implementation of FGPUSceneWriteDelegate to keep API similar, but allow abstracting the internals for the mesh batch path. |
| FGPUSceneWriterParameters | Note: this should not be in a public header, the above UB exists for this reason but doesn't work on DX11 RHI. |
| FGraphicsMinimalPipelineStateId | Uniquely represents a FGraphicsMinimalPipelineStateInitializer for fast compares. |
| FGraphicsMinimalPipelineStateInitializer | Pipeline state without render target state Useful for mesh passes where the render target state is not changing between draws. |
| FHairGroupPublicData | |
| FHairStrandsInstanceAttributeParameters | Instance attribute parameters. |
| FHairStrandsInstanceCommonParameters | Instance common parameters. |
| FHairStrandsInstanceCullingParameters | Instance culling resources (RDG) |
| FHairStrandsInstanceCullingRawParameters | Instance culling resources (Raw) |
| FHairStrandsInstanceIntermediateParameters | Intermediate struct which can be referenced by FHairStrandsInstanceParameters for getting the HairStrandsVF_ decoration in shader |
| FHairStrandsInstanceInterpolationParameters | Instance interpolation resources (RDG) |
| FHairStrandsInstanceParameters | |
| FHairStrandsInstancePrevResourceParameters | Instance prev. resources (RDG) |
| FHairStrandsInstancePrevResourceRawParameters | Instance prev. resources (Raw) |
| FHairStrandsInstanceResourceParameters | Instance resources (RDG) |
| FHairStrandsInstanceResourceRawParameters | Instance resources (Raw) |
| FHdrCustomResolve2xPS | |
| FHdrCustomResolve4xPS | |
| FHdrCustomResolve8xPS | |
| FHdrCustomResolveArray2xPS | |
| FHdrCustomResolveArray4xPS | |
| FHdrCustomResolveArray8xPS | |
| FHdrCustomResolveArrayVS | |
| FHdrCustomResolveFMask2xPS | |
| FHdrCustomResolveFMask4xPS | |
| FHdrCustomResolveFMask8xPS | |
| FHdrCustomResolveVS | |
| FIndirectLightingCacheAllocation | Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting. |
| FInstanceCullingContext | |
| FInstanceCullingDrawParams | |
| FInstanceCullingGlobalUniforms | |
| FMaterialShader | Base class of all shaders that need material parameters. |
| FMeshDrawCommand | FMeshDrawCommand fully describes a mesh pass draw call, captured just above the RHI. |
| FMeshDrawCommandSortKey | FVisibleMeshDrawCommand sort key. |
| FMeshDrawCommandStateCache | |
| FMeshDrawShaderBindings | Encapsulates shader bindings for a single FMeshDrawCommand. |
| FMeshDrawShaderBindingsLayout | Stores the number of each resource type that will need to be bound to a single shader, computed during shader reflection. |
| FMeshDrawSingleShaderBindings | |
| FMeshMaterialShader | Base class of all shaders that need material and vertex factory parameters. |
| FMeshMaterialShaderElementData | |
| FMeshPassDrawListContext | Interface for the different types of draw lists. |
| FMeshPassMask | Mesh pass mask - stores one bit per mesh pass. |
| FMeshPassProcessor | Base class of mesh processors, whose job is to transform FMeshBatch draw descriptions received from scene proxy implementations into FMeshDrawCommands ready for the RHI command list |
| FPassProcessorManager | |
| FPrimitiveSceneInfo | The renderer's internal state for a single UPrimitiveComponent. |
| FPrimitiveSceneInfoCompact | The information needed to determine whether a primitive is visible. |
| FRayTracingMeshCommand | |
| FRayTracingMeshCommandContext | |
| FRayTracingMeshCommandStorage | |
| FRayTracingShaderBindingData | |
| FRayTracingShaderCommand | |
| FReadOnlyMeshDrawSingleShaderBindings | |
| FRegisterPassProcessorCreateFunction | |
| FRenderTargetWriteMask | |
| FSceneTextureExtracts | Struct containing references to extracted RHI resources after RDG execution. |
| FSceneTextureExtractsParameters | |
| FSceneUniformBuffer | Holds scene-scoped parameters and stores these in uniform (constant) buffers for access on GPU. |
| FSceneUniformBufferMemberRegistration | |
| FSceneUniformBufferTypeRegistry | Collects scene UB members during static initialization, and uses these to construct the buffer layout during Main. |
| FSceneUniformParameters | RDG shader parameter struct containing data for FSceneUniformBuffer. |
| FScreenPassTextureInput | A utility shader parameter struct containing the viewport, texture, and sampler for a unique texture input to a shader. |
| FScreenPassTextureSliceInput | |
| FScreenPassTextureViewport | Describes a view rect contained within the extent of a texture. Used to derive texture coordinate transformations. |
| FScreenPassTextureViewportParameters | Describes the set of shader parameters for a screen pass texture viewport. |
| FScreenPassVS | The vertex shader used by DrawScreenPass to draw a rectangle. |
| FShaderBindingState | |
| FShaderParameters | ShaderPrint parameter struct declaration. |
| FShaderPrintCommonParameters | |
| FSimpleMeshDrawCommandPass | Similar to the parallel one, but intended for use with simpler tasks where the overhead and complexity of parallel is not justified. |
| FStaticMeshBatch | A mesh which is defined by a primitive at scene segment construction time and never changed. |
| FStaticMeshBatchRelevance | FStaticMeshBatch data which is InitViews specific. |
| FSystemTextures | Encapsulates the system textures used for scene rendering. |
| FTessellationTable | |
| FVariableRateShadingImageManager | |
| FVisibleMeshDrawCommand | Stores information about a mesh draw command that has been determined to be visible, for further visibility processing. |
| FVolumeRasterizeVertexBuffer | Vertex buffer used for rendering into a volume texture. |
| FWriteToSliceGS | Geometry shader used to write to a range of slices of a 3d volume texture. |
| FWriteToSliceVS | Vertex shader used to write to a range of slices of a 3d volume texture. |
| TSceneUniformBufferMemberRegistration |
Structs
| Name | Remarks |
|---|---|
| FAtlasTextureInvalidationScope | Scope for invalidating a particular texture This ensures the atlas contains the latest version of the texture and filter it |
| FCompareFMeshDrawCommands | |
| FDefaultBuffer | |
| FDefaultBufferKey | |
| FDefaultTexture | |
| FDefaultTextureKey | |
| FDistortionVertex | The vertex data used to filter a texture. |
| FFrozenShaderPrintData | Structure containing "frozen" shader print render data. |
| FGPUSceneWriteDelegateParams | The parameters passed to the GPUScene writer delegate |
| FHairInstanceCullingResults | |
| FHairStrandsBookmarkParameters | |
| FHairStrandsInstance | |
| FHairTransientResources | Transient resources Resources are indexed by hair instance's registered index |
| FHMDDistortionInputs | |
| FMaterialShaderPermutationParameters | |
| FMeshDrawCommandCount | |
| FMeshDrawCommandCullingPayload | Container for mesh command data required by instance culling. |
| FMeshDrawCommandDebugData | Debug only data for being able to backtrack the origin of given FMeshDrawCommand. |
| FMeshDrawCommandOverrideArgs | |
| FMeshDrawCommandPrimitiveIdInfo | Container for primtive ID info that needs to be passed around, in the future will likely be condensed to just the instance ID. |
| FMeshDrawCommandSceneArgs | |
| FMeshDrawCommandStatsData | Data needed to resolve mesh draw command stats. |
| FMeshEdgesViewFamilySettings | |
| FMeshEdgesViewSettings | |
| FMeshMaterialShaderPermutationParameters | |
| FMeshPassProcessorRenderState | A set of render state overrides passed into a Mesh Pass Processor, so it can be configured from the outside. |
| FMeshProcessorShaders | |
| FMinimalBoundShaderStateInput | |
| FPersistentPrimitiveIndex | Wrapper to make it harder to confuse the packed and persistent index when used as arguments etc. |
| FPointPerCurveDispatchInfo | Helpers. |
| FPostProcessMaterialInputs | |
| FPrimitiveFlagsCompact | Flags needed for shadow culling. |
| FPrimitiveOctreeSemantics | Defines how the primitive is stored in the scene's primitive octree. |
| FPrimitiveRuntimeVirtualTextureLodInfo | Lod data used for runtime virtual texture page rendering. |
| FRayTracingCachedMeshCommandFlags | |
| FRayTracingInstance | |
| FRDGExternalBuffer | |
| FRDGImportedBuffer | |
| FRDGSystemTextures | Contains system textures which can be registered for read-only access on an RDG pass. |
| FRenderCurveResourceData | |
| FRenderPageBatchDesc | A description of a batch of pages to be rendered with a single call to RenderPages(). |
| FRenderPageDesc | A single page description. |
| FRenderPageTarget | Structure containing a texture layer target description for a call for RenderPages(). |
| FScreenPassPipelineState | Draw information for the more advanced DrawScreenPass variant. |
| FScreenPassRenderTarget | Describes a texture with a load action for usage as a render target. |
| FScreenPassTexture | Describes a texture with a paired viewport rect. |
| FScreenPassTextureSlice | Describes a Texture2D or a slice within a texture array with a paired viewport rect. |
| FScreenPassViewInfo | Type used to carry the limited amount of data we need from a FSceneView. |
| FScreenTransform | Generic affine 2D texture coordinate transformation x * S + B. |
| FShaderPrintData | Structure containing shader print render data. |
| FShaderPrintSetup | Structure containing setup for shader print capturing. |
| FStrings | Experimental GPU string |
| FVertexFactoryShaderPermutationParameters | |
| FViewDebugInfo | A collection of debug data associated with the current on screen view. |
| FVirtualTextureFeedbackBufferDesc | Description of how to interpret an RHIBuffer that is being fed to the virtual texture feedback system. |
| FVolumeBounds | Represents a subregion of a volume texture. |
| MeshDrawCommandKeyFuncs | |
| TMeshProcessorShaders |
Interfaces
| Name | Remarks |
|---|---|
| IComputeSystem | Interface for compute systems. |
| IPathTracingDenoiser | Interface for implementing third party path tracing spatial denoiser. |
| IPathTracingSpatialTemporalDenoiser | Interface for implementing third party path tracing spatial temporal denoiser. |
| ISceneRenderer | Public interface into FSceneRenderer. Used as the scope for scene rendering functions. |
| IShadowInvalidatingInstances | Experimental interface to invalidate (VSM) shadows by marking instances during a scene render. |
| ITemporalUpscaler | Interface for implementing third party temporal upscaler. |
| IVariableRateShadingImageGenerator |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DeprecatedPassProcessorCreateFunction | FMeshPassProcessor *(* | MeshPassProcessor.h | |
| FBufferTransitionQueue | TArray< FRHIUnorderedAccessView * > | HairStrandsInterface.h | |
| FDrawCommandIndices | TArray< int32, TInlineAllocator< 5 > > | MeshPassProcessor.h | |
| FDynamicRayTracingMeshCommandStorage | TChunkedArray< FRayTracingMeshCommand > | RayTracingMeshDrawCommands.h | |
| FGPUSceneWriteDelegateImpl | TBaseDelegate_TwoParams< void, FRDGBuilder &, const FGPUSceneWriteDelegateParams & > | GPUSceneWriter.h | |
| FGraphicsMinimalPipelineStateSet | Experimental::TRobinHoodHashSet< FGraphicsMinimalPipelineStateInitializer > | Set of FGraphicsMinimalPipelineStateInitializer unique per MeshDrawCommandsPassContext | MeshPassProcessor.h |
| FHairStrandsInstances | TArray< FHairStrandsInstance * > | HairStrandsInterface.h | |
| FMeshCommandOneFrameArray | TArray< FVisibleMeshDrawCommand, SceneRenderingAllocator > | MeshPassProcessor.h | |
| FOnUpdateViewDebugInfo | TMulticastDelegate_NoParams< void > | ViewDebug.h | |
| FRayTracingShaderBindingDataOneFrameArray | TArray< FRayTracingShaderBindingData, SceneRenderingAllocator > | RayTracingMeshDrawCommands.h | |
| FRDGTextureRef | FRDGTexture * | PathTracingDenoiser.h | |
| FScenePrimitiveOctree | TOctree2< FPrimitiveSceneInfoCompact, struct FPrimitiveOctreeSemantics > | The type of the octree used by FScene to find primitives. | PrimitiveSceneInfo.h |
| FShaderParameterStructConstructor | TFunction< void(void *Obj, const FShaderParametersMetadata &Metadata, FRDGBuilder &GraphBuilder)> | Construct a shader parameter struct with the specified type at Obj. | SceneUniformBuffer.h |
| FStateBucketMap | Experimental::TRobinHoodHashMap< FMeshDrawCommand, FMeshDrawCommandCount, MeshDrawCommandKeyFuncs > | MeshPassProcessor.h | |
| FTempRayTracingMeshCommandStorage | TArray< FRayTracingMeshCommand > | RayTracingMeshDrawCommands.h | |
| FTranslucentSelfShadowUniformBufferMap | TMap< int32, FUniformBufferRHIRef, SceneRenderingSetAllocator > | MeshPassProcessor.h | |
| PassProcessorCreateFunction | FMeshPassProcessor *(* | MeshPassProcessor.h | |
| THairStrandsBookmarkFunction | void(* | HairStrandsInterface.h | |
| TShaderParameterStructConstructor | TFunction< void(TParameterStruct &Obj, FRDGBuilder &GraphBuilder)> | SceneUniformBuffer.h | |
| TShaderRef | TShaderRefBase< ShaderType, FShaderMapPointerTable > | PostProcess/DrawRectangle.h |
Enums
Public
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GPathTracingDenoiserPlugin | TUniquePtr< UE::Renderer::Private::IPathTracingDenoiser > | PathTracingDenoiser.h | ||
| GPathTracingSpatialTemporalDenoiserPlugin | TUniquePtr< UE::Renderer::Private::IPathTracingSpatialTemporalDenoiser > | PathTracingDenoiser.h | ||
| GSystemTextures | TGlobalResource< FSystemTextures > | The global system textures used for scene rendering. | SystemTextures.h | |
| GVolumeRasterizeVertexBuffer | TGlobalResource< FVolumeRasterizeVertexBuffer > | VolumeRendering.h | ||
| GVRSImageManager | TGlobalResource< FVariableRateShadingImageManager > | VariableRateShadingImageManager.h | ||
| kPathTracingPostProcessMaterialInputCountMax | const uint32 | PostProcess/PostProcessMaterialInputs.h | ||
| kPostProcessMaterialInputCountMax | const uint32 | PostProcess/PostProcessMaterialInputs.h | ||
| MaxClipmaps | const int32 | Must match global distance field shaders. | GlobalDistanceFieldConstants.h | |
| NumInlineShaderBindings | const int32 | Number of resource bindings to allocate inline within a FMeshDrawCommand. | MeshPassProcessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScreenPassTexture AddDefaultHMDDistortionPass
(
FRDGBuilder& GraphBuilder, |
PostProcess/PostProcessHMD.h | ||
void AddDownsampleDepthPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawCanvasPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawDynamicMeshPass
(
FRDGBuilder& GraphBuilder, |
|||
void AddDrawDynamicMeshPass
(
FRDGBuilder& GraphBuilder, |
|||
void AddDrawScreenPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawScreenPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawScreenPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawScreenPass
(
FRDGBuilder& GraphBuilder, |
Render graph variant of more advanced DrawScreenPass function. | ScreenPass.h | |
void AddDrawScreenPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawScreenPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawScreenPass
(
FRDGBuilder& GraphBuilder, |
Render graph variant of simpler DrawScreenPass function. | ScreenPass.h | |
void AddDrawTexturePass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawTexturePass
(
FRDGBuilder& GraphBuilder, |
Variation of above that accepts a slice, which contains a texture SRV instead of a texture | ScreenPass.h | |
void AddDrawTexturePass
(
FRDGBuilder& GraphBuilder, |
Helper variant which takes a shared viewport instead of unique input / output positions. | ScreenPass.h | |
void AddDrawTexturePass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddDrawTexturePass
(
FRDGBuilder& GraphBuilder, |
Helper function which copies a region of an input texture to a region of the output texture, with support for format conversion. | ScreenPass.h | |
void AddDrawTexturePass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
FScreenPassTexture AddHMDDistortionPass
(
FRDGBuilder& GraphBuilder, |
PostProcess/PostProcessHMD.h | ||
FScreenPassTexture AddPostProcessMaterialPass
(
FRDGBuilder& GraphBuilder, |
PostProcess/PostProcessMaterialInputs.h | ||
void AddRenderTargetInfo
(
EPixelFormat PixelFormat, |
MeshPassProcessor.h | ||
void AddRenderTargetPass
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
void AddSimpleMeshPass
(
FRDGBuilder& GraphBuilder, |
GPUCULL_TODO: Write documentation. | SimpleMeshDrawCommandPass.h | |
void AddSimpleMeshPass
(
FRDGBuilder& GraphBuilder, |
GPUCULL_TODO: Write documentation. | SimpleMeshDrawCommandPass.h | |
void AddSimpleMeshPass
(
FRDGBuilder& GraphBuilder, |
SimpleMeshDrawCommandPass.h | ||
void AddSimpleMeshPass
(
FRDGBuilder& GraphBuilder, |
GPUCULL_TODO: Write documentation. | SimpleMeshDrawCommandPass.h | |
void AddSimpleMeshPass
(
FRDGBuilder& GraphBuilder, |
GPUCULL_TODO: Write documentation. | SimpleMeshDrawCommandPass.h | |
void AddSimpleMeshPass
(
FRDGBuilder& GraphBuilder, |
GPUCULL_TODO: Write documentation. | SimpleMeshDrawCommandPass.h | |
void AddSimpleMeshPass
(
FRDGBuilder& GraphBuilder, |
GPUCULL_TODO: Write documentation. | SimpleMeshDrawCommandPass.h | |
void AddTransitionPass
(
FRDGBuilder& GraphBuilder, |
HairStrandsInterface.h | ||
void ApplyTargetsInfo
(
FGraphicsPipelineStateInitializer& GraphicsPSOInit, |
MeshPassProcessor.h | ||
void ApplyViewOverridesToMeshDrawCommands
(
const FSceneView& View, |
MeshPassProcessor.h | ||
FMeshDrawCommandSortKey CalculateMeshStaticSortKey
(
const FMeshMaterialShader* VertexShader, |
MeshPassProcessor.h | ||
FMeshDrawCommandSortKey CalculateMeshStaticSortKey
(
const TShaderRef< FMeshMaterialShader >& VertexShader, |
MeshPassProcessor.h | ||
void CopySceneCaptureComponentToTarget
(
FRDGBuilder& GraphBuilder, |
SceneCaptureRendering.h | ||
void CopySceneCaptureComponentToTarget
(
FRDGBuilder& GraphBuilder, |
SceneCaptureRendering.h | ||
void CopySceneCaptureComponentToTarget
(
FRDGBuilder& GraphBuilder, |
SceneCaptureRendering.h | ||
void CopySceneCaptureComponentToTarget
(
FRDGBuilder& GraphBuilder, |
SceneCaptureRendering.h | ||
void CopySceneCaptureComponentToTarget
(
FRDGBuilder& GraphBuilder, |
SceneCaptureRendering.h | ||
void CopySceneCaptureComponentToTarget
(
FRDGBuilder& GraphBuilder, |
SceneCaptureRendering.h | ||
TRDGUniformBufferRef< FMobileSceneTextureUniformParameters > CreateMobileSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
Creates the RDG mobile scene texture uniform buffer. | SceneRenderTargetParameters.h | |
TRDGUniformBufferRef< FMobileSceneTextureUniformParameters > CreateMobileSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
Creates the RDG mobile scene texture uniform buffer. | SceneRenderTargetParameters.h | |
FSceneTextureShaderParameters CreateSceneTextureShaderParameters
(
FRDGBuilder& GraphBuilder, |
Returns scene texture shader parameters containing the RDG uniform buffer for either mobile or deferred shading. | SceneRenderTargetParameters.h | |
FSceneTextureShaderParameters CreateSceneTextureShaderParameters
(
FRDGBuilder& GraphBuilder, |
Returns scene texture shader parameters containing the RDG uniform buffer for either mobile or deferred shading. | SceneRenderTargetParameters.h | |
TRDGUniformBufferRef< FSceneTextureUniformParameters > CreateSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
Returns RDG scene texture uniform buffer for a specified View. | SceneRenderTargetParameters.h | |
TRDGUniformBufferRef< FSceneTextureUniformParameters > CreateSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
Returns RDG scene texture uniform buffer. | SceneRenderTargetParameters.h | |
void CreateSystemTextures
(
FRDGBuilder& GraphBuilder |
Registers system textures into RDG. | SceneRenderTargetParameters.h | |
void DrawDynamicMeshPass
(
const FSceneView& View, |
Provides a callback to build FMeshDrawCommands and then submits them immediately. | ||
void DrawDynamicMeshPassPrivate
(
const FSceneView& View, |
MeshPassProcessor.h | ||
void DrawScreenPass
(
FRHICommandList& RHICmdList, |
More advanced variant of screen pass drawing. | ScreenPass.h | |
void DrawScreenPass_PostSetup
(
FRHICommandList& RHICmdList, |
ScreenPass.h | ||
FIntPoint GetDownscaledExtent
(
FIntPoint Extent, |
Returns an extent downscaled by a multiple of the integer divisor (and clamped to 1). | ScreenPass.h | |
FIntPoint GetDownscaledExtent
(
FIntPoint Extent, |
Returns an extent downscaled by a multiple of the integer divisor (and clamped to 1). | ||
FIntRect GetDownscaledRect
(
FIntRect Rect, |
Returns a rect downscaled by a multiple of the integer divisor. | ScreenPass.h | |
FIntRect GetDownscaledRect
(
FIntRect Rect, |
Returns a rect downscaled by a multiple of the integer divisor. | ||
FScreenPassTextureViewport GetDownscaledViewport
(
FScreenPassTextureViewport Viewport, |
Returns the texture viewport downscaled by an integer divisor. | ScreenPass.h | |
FScreenPassTextureViewport GetDownscaledViewport
(
FScreenPassTextureViewport Viewport, |
Returns the texture viewport downscaled by an integer divisor. | ||
FIntRect GetDownscaledViewRect
(
FIntRect Rect, |
The normal GetDownscaledRect can produce overlapping rects where multiple viewports are present, because the Min rounds down, while the Max rounds up. | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FSceneUniformParameters* DummyPtr |
FXRenderingUtils.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FGPUSceneWriterUniformParameters* DummyPtr |
GPUSceneWriter.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FSceneUniformParameters* DummyPtr |
InstanceCulling/InstanceCullingContext.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FInstanceCullingGlobalUniforms* DummyPtr |
InstanceCulling/InstanceCullingContext.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FBatchedPrimitiveParameters* DummyPtr |
InstanceCulling/InstanceCullingContext.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FSubstratePublicGlobalUniformParameters* DummyPtr |
RendererUtils.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FNaniteRayTracingUniformParameters* DummyPtr |
RendererUtils.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FSceneUniformParameters* DummyPtr |
SceneRendererInterface.h | ||
RENDERER_API const FShaderParametersMetadata * GetForwardDeclaredShaderParametersStructMetadata
(
const FSceneUniformParameters* DummyPtr |
SceneUniformBuffer.h | ||
float GetHairAvgRadius
(
uint32 InCount, |
Return the average hair normalized radius for a given hair count and a given coverage value. | HairStrandsInterface.h | |
float GetHairCoverage
(
uint32 HairCount, |
Return the hair coverage for a certain hair count and normalized avg hair radius (i.e, [0..1]) | HairStrandsInterface.h | |
FMeshDrawCommandOverrideArgs GetMeshDrawCommandOverrideArgs
(
const FInstanceCullingDrawParams& InstanceCullingDrawParams |
InstanceCulling/InstanceCullingContext.h | ||
const FMeshEdgesViewFamilySettings & GetMeshEdgesViewFamilySettings
(
const FSceneViewFamily& ViewFamily |
MeshEdges.h | ||
FMeshEdgesViewFamilySettings & GetMeshEdgesViewFamilySettings
(
FSceneViewFamily& ViewFamily |
MeshEdges.h | ||
const FMeshEdgesViewSettings & GetMeshEdgesViewSettings
(
const FSceneView& View |
Retrieve settings for how MeshEdges should be rendered for the specified view. | MeshEdges.h | |
FMeshEdgesViewSettings & GetMeshEdgesViewSettings
(
FSceneView& View |
MeshEdges.h | ||
const TCHAR * GetMeshPassName
(
EMeshPass::Type MeshPass |
MeshPassProcessor.h | ||
FRHITexture * GetMiniFontTexture() |
Returns the global engine mini font texture. | ScreenPass.h | |
FPointPerCurveDispatchInfo GetPointPerCurveDispatchInfo
(
uint32 InAssetMaxPointPerCurve, |
Compute the dispatch information for pass dispatching work per curve. | HairStrandsInterface.h | |
FIntRect GetRectFromExtent
(
FIntPoint Extent |
Returns a rect with the min point at the origin and the max point at Extent. | ScreenPass.h | |
FIntRect GetRectFromExtent
(
FIntPoint Extent |
Returns a rect with the min point at the origin and the max point at Extent. | ||
FIntPoint GetScaledExtent
(
FIntPoint Extent, |
Returns an extent scaled by the floating point scale factor. | ScreenPass.h | |
FIntPoint GetScaledExtent
(
FIntPoint Extent, |
ScreenPass.h | ||
FIntPoint GetScaledExtent
(
FIntPoint Extent, |
Returns an extent scaled by the floating point scale factor. | ||
FIntPoint GetScaledExtent
(
FIntPoint Extent, |
|||
FIntRect GetScaledRect
(
FIntRect Rect, |
Returns a rect scaled by the floating point scale factor. | ScreenPass.h | |
FIntRect GetScaledRect
(
FIntRect Rect, |
ScreenPass.h | ||
FIntRect GetScaledRect
(
FIntRect Rect, |
Returns a rect scaled by the floating point scale factor. | ||
FIntRect GetScaledRect
(
FIntRect Rect, |
|||
FScreenPassTextureViewport GetScaledViewport
(
FScreenPassTextureViewport Viewport, |
Returns the texture viewport scaled by a float multiplier. | ScreenPass.h | |
FScreenPassTextureViewport GetScaledViewport
(
FScreenPassTextureViewport Viewport, |
Returns the texture viewport scaled by a float multiplier. | ||
FRDGTextureRef GetSceneTexture
(
const FSceneTextures& SceneTextures, |
SceneRenderTargetParameters.h | ||
FIntPoint GetSceneTextureExtent() |
Returns the full-resolution scene texture extent. | SceneRenderTargetParameters.h | |
FIntPoint GetSceneTextureExtentFromView
(
const FViewInfo& View |
Pass through to View.GetSceneTexturesConfig().Extent, useful in headers where the FViewInfo structure isn't exposed. | SceneRenderTargetParameters.h | |
const FSceneTextureExtracts & GetSceneTextureExtracts() |
Returns the global scene texture extracts struct. | SceneRenderTargetParameters.h | |
ERHIFeatureLevel::Type GetSceneTextureFeatureLevel() |
Returns the feature level being used by the renderer. | SceneRenderTargetParameters.h | |
FSceneTextureShaderParameters GetSceneTextureShaderParameters
(
const FSceneView& View |
SceneRenderTargetParameters.h | ||
TRDGUniformBufferRef< FSceneUniformParameters > GetSceneUniformBufferRef
(
FRDGBuilder& GraphBuilder, |
SceneRendererInterface.h | ||
FScreenPassTextureInput GetScreenPassTextureInput
(
FScreenPassTexture Input, |
ScreenPass.h | ||
FScreenPassTextureSliceInput GetScreenPassTextureInput
(
FScreenPassTextureSlice Input, |
ScreenPass.h | ||
FScreenPassTextureInput GetScreenPassTextureInput
(
FScreenPassTexture TexturePair, |
|||
FScreenPassTextureSliceInput GetScreenPassTextureInput
(
FScreenPassTextureSlice TexturePair, |
|||
FScreenPassTextureViewportParameters GetScreenPassTextureViewportParameters
(
const FScreenPassTextureViewport& InViewport |
ScreenPass.h | ||
ESubpassHint GetSubpassHint
(
const FStaticShaderPlatform Platform, |
MeshPassProcessor.h | ||
bool HasTemporalDenoiser() |
Return true if there is any temporal denoiser plugin registered | PathTracingDenoiser.h | |
bool IsHairRayTracingEnabled() |
HairStrandsInterface.h | ||
bool IsHairStrandContinuousDecimationReorderingEnabled() |
Return true if strand reordering for compute raster continuous LOD is enabled. | HairStrandsInterface.h | |
bool IsHairStrandsBindingEnable() |
Return true if hair binding is enabled (i.e., hair can be attached to skeletal mesh) | HairStrandsInterface.h | |
bool IsHairStrandsEnabled
(
EHairStrandsShaderType Type, |
HairStrandsInterface.h | ||
bool IsHairStrandsSimulationEnable() |
Return true if hair simulation is enabled. | HairStrandsInterface.h | |
bool IsHairStrandsSupported
(
EHairStrandsShaderType Type, |
HairStrandsInterface.h | ||
bool IsHairVisibilityComputeRasterContinuousLODEnabled() |
Return true if continuous LOD is enabled - implies computer raster and continuous decimation reordering is true. | HairStrandsInterface.h | |
bool IsHMDHiddenAreaMaskActive() |
Returns whether a HMD hidden area mask is being used for VR. | ScreenPass.h | |
bool IsRenderCurveEnabled() |
HairStrandsInterface.h | ||
bool IsSceneTexturesValid() |
Returns whether scene textures have been initialized. | SceneRenderTargetParameters.h | |
FScreenTransform operator-
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator-
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator-
(
const FScreenTransform& AToB, |
|||
bool operator!
(
ERDGImportedBufferFlags E |
HairStrandsInterface.h | ||
bool operator!
(
EInstanceCullingFlags E |
InstanceCulling/InstanceCullingContext.h | ||
bool operator!
(
FInstanceCullingContext::EInstanceFlags E |
InstanceCulling/InstanceCullingContext.h | ||
bool operator!
(
EFVisibleMeshDrawCommandFlags E |
MeshPassProcessor.h | ||
bool operator!
(
EMeshDrawCommandCullingPayloadFlags E |
MeshPassProcessor.h | ||
bool operator!
(
EMeshPassFeatures E |
MeshPassProcessor.h | ||
bool operator!
(
EDrawingPolicyOverrideFlags E |
MeshPassProcessor.h | ||
bool operator!
(
EMeshPassFlags E |
MeshPassProcessor.h | ||
bool operator!
(
EUpdateStaticMeshFlags E |
PrimitiveSceneInfo.h | ||
bool operator!
(
ESceneTextureSetupMode E |
SceneRenderTargetParameters.h | ||
bool operator!
(
EMobileSceneTextureSetupMode E |
SceneRenderTargetParameters.h | ||
bool operator!
(
EScreenPassDrawFlags E |
ScreenPass.h | ||
| VariableRateShadingImageManager.h | |||
| HairStrandsInterface.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
EMeshPassFeatures operator&
(
EMeshPassFeatures Lhs, |
MeshPassProcessor.h | ||
| MeshPassProcessor.h | |||
EMeshPassFlags operator&
(
EMeshPassFlags Lhs, |
MeshPassProcessor.h | ||
| PrimitiveSceneInfo.h | |||
| SceneRenderTargetParameters.h | |||
| SceneRenderTargetParameters.h | |||
| ScreenPass.h | |||
| VariableRateShadingImageManager.h | |||
| HairStrandsInterface.h | |||
EInstanceCullingFlags & operator&=
(
EInstanceCullingFlags& Lhs, |
InstanceCulling/InstanceCullingContext.h | ||
| InstanceCulling/InstanceCullingContext.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
EMeshPassFeatures & operator&=
(
EMeshPassFeatures& Lhs, |
MeshPassProcessor.h | ||
| MeshPassProcessor.h | |||
EMeshPassFlags & operator&=
(
EMeshPassFlags& Lhs, |
MeshPassProcessor.h | ||
EUpdateStaticMeshFlags & operator&=
(
EUpdateStaticMeshFlags& Lhs, |
PrimitiveSceneInfo.h | ||
ESceneTextureSetupMode & operator&=
(
ESceneTextureSetupMode& Lhs, |
SceneRenderTargetParameters.h | ||
| SceneRenderTargetParameters.h | |||
EScreenPassDrawFlags & operator&=
(
EScreenPassDrawFlags& Lhs, |
ScreenPass.h | ||
| VariableRateShadingImageManager.h | |||
FVector2f operator*
(
const FVector2f& PInA, |
|||
FScreenTransform operator*
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator*
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator*
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator*
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator/
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator/
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator/
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator/
(
const FScreenTransform& AToB, |
|||
| HairStrandsInterface.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
EMeshPassFeatures operator^
(
EMeshPassFeatures Lhs, |
MeshPassProcessor.h | ||
| MeshPassProcessor.h | |||
EMeshPassFlags operator^
(
EMeshPassFlags Lhs, |
MeshPassProcessor.h | ||
| PrimitiveSceneInfo.h | |||
| SceneRenderTargetParameters.h | |||
| SceneRenderTargetParameters.h | |||
| ScreenPass.h | |||
| VariableRateShadingImageManager.h | |||
| HairStrandsInterface.h | |||
EInstanceCullingFlags & operator^=
(
EInstanceCullingFlags& Lhs, |
InstanceCulling/InstanceCullingContext.h | ||
| InstanceCulling/InstanceCullingContext.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
EMeshPassFeatures & operator^=
(
EMeshPassFeatures& Lhs, |
MeshPassProcessor.h | ||
| MeshPassProcessor.h | |||
EMeshPassFlags & operator^=
(
EMeshPassFlags& Lhs, |
MeshPassProcessor.h | ||
EUpdateStaticMeshFlags & operator^=
(
EUpdateStaticMeshFlags& Lhs, |
PrimitiveSceneInfo.h | ||
ESceneTextureSetupMode & operator^=
(
ESceneTextureSetupMode& Lhs, |
SceneRenderTargetParameters.h | ||
| SceneRenderTargetParameters.h | |||
EScreenPassDrawFlags & operator^=
(
EScreenPassDrawFlags& Lhs, |
ScreenPass.h | ||
| VariableRateShadingImageManager.h | |||
| HairStrandsInterface.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
EMeshPassFeatures operator|
(
EMeshPassFeatures Lhs, |
MeshPassProcessor.h | ||
| MeshPassProcessor.h | |||
EMeshPassFlags operator|
(
EMeshPassFlags Lhs, |
MeshPassProcessor.h | ||
| PrimitiveSceneInfo.h | |||
| SceneRenderTargetParameters.h | |||
| SceneRenderTargetParameters.h | |||
| ScreenPass.h | |||
| VariableRateShadingImageManager.h | |||
| HairStrandsInterface.h | |||
EInstanceCullingFlags & operator|=
(
EInstanceCullingFlags& Lhs, |
InstanceCulling/InstanceCullingContext.h | ||
| InstanceCulling/InstanceCullingContext.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
EMeshPassFeatures & operator|=
(
EMeshPassFeatures& Lhs, |
MeshPassProcessor.h | ||
| MeshPassProcessor.h | |||
EMeshPassFlags & operator|=
(
EMeshPassFlags& Lhs, |
MeshPassProcessor.h | ||
EUpdateStaticMeshFlags & operator|=
(
EUpdateStaticMeshFlags& Lhs, |
PrimitiveSceneInfo.h | ||
ESceneTextureSetupMode & operator|=
(
ESceneTextureSetupMode& Lhs, |
SceneRenderTargetParameters.h | ||
| SceneRenderTargetParameters.h | |||
EScreenPassDrawFlags & operator|=
(
EScreenPassDrawFlags& Lhs, |
ScreenPass.h | ||
| VariableRateShadingImageManager.h | |||
| HairStrandsInterface.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| InstanceCulling/InstanceCullingContext.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
| MeshPassProcessor.h | |||
| PrimitiveSceneInfo.h | |||
| SceneRenderTargetParameters.h | |||
| SceneRenderTargetParameters.h | |||
| ScreenPass.h | |||
| VariableRateShadingImageManager.h | |||
FScreenTransform operator+
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator+
(
const FScreenTransform& AToB, |
|||
FScreenTransform operator+
(
const FScreenTransform& AToB, |
|||
FRHITexture * OrBlack2DArrayIfNull
(
FRHITexture* Tex |
TextureFallbacks.h | ||
FRHITexture * OrBlack2DIfNull
(
FRHITexture* Tex |
TextureFallbacks.h | ||
FRHITexture * OrBlack3DAlpha1IfNull
(
FRHITexture* Tex |
TextureFallbacks.h | ||
FRHITexture * OrBlack3DIfNull
(
FRHITexture* Tex |
TextureFallbacks.h | ||
FRHITexture * OrBlack3DUintIfNull
(
FRHITexture* Tex |
TextureFallbacks.h | ||
FRHITexture * OrWhite2DIfNull
(
FRHITexture* Tex |
TextureFallbacks.h | ||
void RasterizeToVolumeTexture
(
FRHICommandList& RHICmdList, |
This function assumes the PSO had a PrimitiveType of PT_TriangleStrip. | VolumeRendering.h | |
FRDGImportedBuffer Register
(
FRDGBuilder& GraphBuilder, |
HairStrandsInterface.h | ||
FRDGBufferSRVRef RegisterAsSRV
(
FRDGBuilder& GraphBuilder, |
HairStrandsInterface.h | ||
FRDGBufferUAVRef RegisterAsUAV
(
FRDGBuilder& GraphBuilder, |
HairStrandsInterface.h | ||
void RegisterBookmarkFunction
(
THairStrandsBookmarkFunction Bookmark |
HairStrandsInterface.h | ||
void RegisterSpatialDenoiser
(
TUniquePtr< UE::Renderer::Private::IPathTracingDenoiser > PathTracingDenoiser, |
Register a spatial denoiser | PathTracingDenoiser.h | |
void RegisterSpatialTemporalDenoiser
(
TUniquePtr< UE::Renderer::Private::IPathTracingSpatialTemporalDenoiser > PathTracingDenoiser, |
Register a spatial temporal denoiser | PathTracingDenoiser.h | |
void RequestGlobalDistanceFieldReadback
(
FGlobalDistanceFieldReadback* Readback |
Retrieves the GPU data of a global distance field clipmap for access by the CPU | GlobalDistanceFieldReadback.h | |
void RequestGlobalDistanceFieldReadback_GameThread
(
FGlobalDistanceFieldReadback* Readback |
GlobalDistanceFieldReadback.h | ||
void ResetSceneTextureExtentHistory () |
Resets the scene texture extent history. | SceneRenderTargetParameters.h | |
void SetBlack2DIfNull
(
FRHITexture*& Tex |
TextureFallbacks.h | ||
void SetBlack3DIfNull
(
FRHITexture*& Tex |
TextureFallbacks.h | ||
void SetBlackAlpha13DIfNull
(
FRHITexture*& Tex |
TextureFallbacks.h | ||
void SetScreenPassPipelineState
(
FRHICommandList& RHICmdList, |
Helper function which sets the pipeline state object on the command list prior to invoking a screen pass. | ScreenPass.h | |
void SetupDepthStencilInfo
(
EPixelFormat DepthStencilFormat, |
MeshPassProcessor.h | ||
void SetupGBufferRenderTargetInfo
(
const FSceneTexturesConfig& SceneTexturesConfig, |
MeshPassProcessor.h | ||
FGlobalDistanceFieldParameters2 SetupGlobalDistanceFieldParameters
(
const FGlobalDistanceFieldParameterData& ParameterData |
GlobalDistanceFieldParameters.h | ||
FGlobalDistanceFieldParameters2 SetupGlobalDistanceFieldParameters_Minimal
(
const FGlobalDistanceFieldParameterData& ParameterData |
GlobalDistanceFieldParameters.h | ||
void SetupMobileSceneTextureUniformParameters
(
FRDGBuilder& GraphBuilder, |
Fills the scene texture uniform buffer struct. | SceneRenderTargetParameters.h | |
void SetupSceneTextureUniformParameters
(
FRDGBuilder& GraphBuilder, |
Fills the shader parameter struct. | SceneRenderTargetParameters.h | |
void SubmitMeshDrawCommands
(
const FMeshCommandOneFrameArray& VisibleMeshDrawCommands, |
MeshPassProcessor.h | ||
void SubmitMeshDrawCommandsRange
(
const FMeshCommandOneFrameArray& VisibleMeshDrawCommands, |
MeshPassProcessor.h | ||
void SubmitVirtualTextureFeedbackBuffer
(
FRHICommandList& RHICmdList, |
Submit an RHIBuffer containing virtual texture feedback data to the virtual texture system. | VT/VirtualTextureFeedbackBuffer.h | |
void SubmitVirtualTextureFeedbackBuffer
(
FRDGBuilder& GraphBuilder, |
VT/VirtualTextureFeedbackBuffer.h | ||
void TransitBufferToReadable
(
FRDGBuilder& GraphBuilder, |
HairStrandsInterface.h | ||
FRDGTextureRef TryCreateViewFamilyDepthTexture
(
FRDGBuilder& GraphBuilder, |
ScreenPass.h | ||
FRDGTextureRef TryCreateViewFamilyTexture
(
FRDGBuilder& GraphBuilder, |
Creates and returns an RDG texture for the view family output. Returns null if no RHI texture exists. | ScreenPass.h | |
bool UE::FXRenderingUtils::CanMaterialRenderBeforeFXPostOpaque
(
const FSceneViewFamily& ViewFamily, |
FXRenderingUtils.h | ||
TConstStridedView< FSceneView > UE::FXRenderingUtils::ConvertViewArray
(
TConstArrayView< FViewInfo > Views |
FXRenderingUtils.h | ||
FSceneUniformBuffer & UE::FXRenderingUtils::CreateSceneUniformBuffer
(
FRDGBuilder& GraphBuilder, |
Creates a minimal Scene Uniform buffer for the given Scene, allocated using the FRDGBuilder (making it safe to keep reference). | FXRenderingUtils.h | |
const FShaderParametersMetadata * UE::FXRenderingUtils::DistanceFields::GetAtlasParametersMetadata() |
FXRenderingUtils.h | ||
const FShaderParametersMetadata * UE::FXRenderingUtils::DistanceFields::GetObjectBufferParametersMetadata() |
FXRenderingUtils.h | ||
bool UE::FXRenderingUtils::DistanceFields::HasDataToBind
(
const FSceneView& View |
FXRenderingUtils.h | ||
void UE::FXRenderingUtils::DistanceFields::SetupAtlasParameters
(
FRDGBuilder& GraphBuilder, |
FXRenderingUtils.h | ||
void UE::FXRenderingUtils::DistanceFields::SetupObjectBufferParameters
(
FRDGBuilder& GraphBuilder, |
FXRenderingUtils.h | ||
const FGlobalDistanceFieldParameterData * UE::FXRenderingUtils::GetGlobalDistanceFieldParameterData
(
TConstStridedView< FSceneView > Views |
FXRenderingUtils.h | ||
TRDGUniformBufferRef< FMobileSceneTextureUniformParameters > UE::FXRenderingUtils::GetOrCreateMobileSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
FXRenderingUtils.h | ||
TRDGUniformBufferRef< FSceneTextureUniformParameters > UE::FXRenderingUtils::GetOrCreateSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
FXRenderingUtils.h | ||
FIntRect UE::FXRenderingUtils::GetRawViewRectUnsafe
(
const FSceneView& View |
FXRenderingUtils.h | ||
TRDGUniformBufferRef< FSceneUniformParameters > UE::FXRenderingUtils::GetSceneUniformBuffer
(
FRDGBuilder& GraphBuilder, |
Get the RDG uniform buffer from the FSceneUniformBuffer (not exposed in public API). | FXRenderingUtils.h | |
FRDGTextureRef UE::FXRenderingUtils::GetSceneVelocityTexture
(
const FSceneView& View |
FXRenderingUtils.h | ||
void UE::MeshPassUtils::Dispatch
(
FRHIComputeCommandList& RHICmdList, |
Dispatch a compute shader to RHI Command List with its parameters and mesh shader bindings. | MeshPassUtils.h | |
void UE::MeshPassUtils::DispatchIndirect
(
FRHIComputeCommandList& RHICmdList, |
Indirect dispatch a compute shader to RHI Command List with its parameters and mesh shader bindings. | MeshPassUtils.h | |
void UE::MeshPassUtils::Private::AfterDispatch
(
FRHIComputeCommandList& RHICmdList, |
MeshPassUtils.h | ||
void UE::MeshPassUtils::Private::PrepareDispatch
(
FRHIComputeCommandList& RHICmdList, |
MeshPassUtils.h | ||
void UE::MeshPassUtils::SetupComputeBindings
(
const TShaderRef< TShaderClass >& Shader, |
MeshPassUtils.h | ||
void UE::MeshPassUtils::SetupComputeBindings
(
const TShaderRef< TShaderClass >& Shader, |
MeshPassUtils.h | ||
void UnregisterDenoiser
(
FString Name |
Unregister all denoisers with the name Name | PathTracingDenoiser.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FMeshDrawCommandCullingPayload CreateCullingPayload
(
FMeshBatch const& MeshBatch, |
MeshPassProcessor.h | ||
static EVRSShadingRate GetShadingRateFromMaterial
(
EMaterialShadingRate MaterialShadingRate |