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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
AddDrawScreenPass(FRDGBuilder &, FRDGEventName &&, FScreenPassViewInfo, const FScreenPassTextureViewport &, const FScreenPassTextureViewport &, const TShaderRef< PixelShaderType > &, typename PixelShaderType::FParameters *, EScreenPassDrawFlags)
| Name | AddDrawScreenPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
template<typename PixelShaderType>
void AddDrawScreenPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && PassName,
FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport & OutputViewport,
const FScreenPassTextureViewport & InputViewport,
const TShaderRef< PixelShaderType > & PixelShader,
typename PixelShaderType::FParameters * PixelShaderParameters,
EScreenPassDrawFlags Flags
)
AddDrawScreenPass(FRDGBuilder &, FRDGEventName &&, FScreenPassViewInfo, const FScreenPassTextureViewport &, const FScreenPassTextureViewport &, const FScreenPassPipelineState &, TPassParameterStruct *, TSetupFunction)
| Name | AddDrawScreenPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
template<typename TSetupFunction, typename TPassParameterStruct>
void AddDrawScreenPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && PassName,
FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport & OutputViewport,
const FScreenPassTextureViewport & InputViewport,
const FScreenPassPipelineState & PipelineState,
TPassParameterStruct * PassParameterStruct,
TSetupFunction SetupFunction
)
AddDrawScreenPass(FRDGBuilder &, FRDGEventName &&, FScreenPassViewInfo, const FScreenPassTextureViewport &, const FScreenPassTextureViewport &, const TShaderRef< FShader > &, const TShaderRef< PixelShaderType > &, typename PixelShaderType::FParameters *, EScreenPassDrawFlags)
| Name | AddDrawScreenPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
template<typename PixelShaderType>
void AddDrawScreenPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && PassName,
FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport & OutputViewport,
const FScreenPassTextureViewport & InputViewport,
const TShaderRef< FShader > & VertexShader,
const TShaderRef< PixelShaderType > & PixelShader,
typename PixelShaderType::FParameters * PixelShaderParameters,
EScreenPassDrawFlags Flags
)
AddDrawScreenPass(FRDGBuilder &, FRDGEventName &&, FScreenPassViewInfo, const FScreenPassTextureViewport &, const FScreenPassTextureViewport &, const FScreenPassPipelineState &, TPassParameterStruct *, EScreenPassDrawFlags, TSetupFunction)
Description
Render graph variant of more advanced DrawScreenPass function. Does not clear unused graph resources, since the parameters might be shared between the vertex and pixel shaders.
| Name | AddDrawScreenPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
template<typename TSetupFunction, typename TPassParameterStruct>
void AddDrawScreenPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && PassName,
FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport & OutputViewport,
const FScreenPassTextureViewport & InputViewport,
const FScreenPassPipelineState & PipelineState,
TPassParameterStruct * PassParameterStruct,
EScreenPassDrawFlags Flags,
TSetupFunction SetupFunction
)
AddDrawScreenPass(FRDGBuilder &, FRDGEventName &&, FScreenPassViewInfo, const FScreenPassTextureViewport &, const FScreenPassTextureViewport &, const TShaderRef< FShader > &, const TShaderRef< PixelShaderType > &, FRHIBlendState , typename PixelShaderType::FParameters , EScreenPassDrawFlags)
| Name | AddDrawScreenPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
template<typename PixelShaderType>
void AddDrawScreenPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && PassName,
FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport & OutputViewport,
const FScreenPassTextureViewport & InputViewport,
const TShaderRef< FShader > & VertexShader,
const TShaderRef< PixelShaderType > & PixelShader,
FRHIBlendState * BlendState,
typename PixelShaderType::FParameters * PixelShaderParameters,
EScreenPassDrawFlags Flags
)
AddDrawScreenPass(FRDGBuilder &, FRDGEventName &&, FScreenPassViewInfo, const FScreenPassTextureViewport &, const FScreenPassTextureViewport &, const TShaderRef< FShader > &, const TShaderRef< PixelShaderType > &, FRHIDepthStencilState , typename PixelShaderType::FParameters , EScreenPassDrawFlags)
| Name | AddDrawScreenPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
template<typename PixelShaderType>
void AddDrawScreenPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && PassName,
FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport & OutputViewport,
const FScreenPassTextureViewport & InputViewport,
const TShaderRef< FShader > & VertexShader,
const TShaderRef< PixelShaderType > & PixelShader,
FRHIDepthStencilState * DepthStencilState,
typename PixelShaderType::FParameters * PixelShaderParameters,
EScreenPassDrawFlags Flags
)
AddDrawScreenPass(FRDGBuilder &, FRDGEventName &&, FScreenPassViewInfo, const FScreenPassTextureViewport &, const FScreenPassTextureViewport &, const TShaderRef< FShader > &, const TShaderRef< PixelShaderType > &, FRHIBlendState , FRHIDepthStencilState , typename PixelShaderType::FParameters *, EScreenPassDrawFlags)
Description
Render graph variant of simpler DrawScreenPass function. Clears graph resources unused by the pixel shader prior to adding the pass.
| Name | AddDrawScreenPass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
template<typename PixelShaderType>
void AddDrawScreenPass
(
FRDGBuilder & GraphBuilder,
FRDGEventName && PassName,
FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport & OutputViewport,
const FScreenPassTextureViewport & InputViewport,
const TShaderRef< FShader > & VertexShader,
const TShaderRef< PixelShaderType > & PixelShader,
FRHIBlendState * BlendState,
FRHIDepthStencilState * DepthStencilState,
typename PixelShaderType::FParameters * PixelShaderParameters,
EScreenPassDrawFlags Flags
)