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API > API/Runtime > API/Runtime/Renderer
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
AddDrawTexturePass(FRDGBuilder &, FScreenPassViewInfo, FScreenPassTexture, FScreenPassTexture)
| Name | AddDrawTexturePass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
void AddDrawTexturePass
(
FRDGBuilder & GraphBuilder,
FScreenPassViewInfo ViewInfo,
FScreenPassTexture Input,
FScreenPassTexture Output
)
AddDrawTexturePass(FRDGBuilder &, FScreenPassViewInfo, FScreenPassTextureSlice, FScreenPassRenderTarget)
Description
Variation of above that accepts a slice, which contains a texture SRV instead of a texture
| Name | AddDrawTexturePass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/ScreenPass.cpp |
void AddDrawTexturePass
(
FRDGBuilder & GraphBuilder,
FScreenPassViewInfo ViewInfo,
FScreenPassTextureSlice Input,
FScreenPassRenderTarget Output
)
AddDrawTexturePass(FRDGBuilder &, FScreenPassViewInfo, FRDGTextureRef, FRDGTextureRef, FIntRect)
Description
Helper variant which takes a shared viewport instead of unique input / output positions.
| Name | AddDrawTexturePass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
void AddDrawTexturePass
(
FRDGBuilder & GraphBuilder,
FScreenPassViewInfo ViewInfo,
FRDGTextureRef InputTexture,
FRDGTextureRef OutputTexture,
FIntRect ViewportRect
)
AddDrawTexturePass(FRDGBuilder &, FScreenPassViewInfo, FScreenPassTexture, FScreenPassRenderTarget, uint32)
| Name | AddDrawTexturePass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/ScreenPass.cpp |
void AddDrawTexturePass
(
FRDGBuilder & GraphBuilder,
FScreenPassViewInfo ViewInfo,
FScreenPassTexture Input,
FScreenPassRenderTarget Output,
uint32 RTMultiviewCount
)
AddDrawTexturePass(FRDGBuilder &, FScreenPassViewInfo, FRDGTextureRef, FRDGTextureRef, FIntPoint, FIntPoint, FIntPoint)
Description
Helper function which copies a region of an input texture to a region of the output texture, with support for format conversion. If formats match, the method falls back to a simple DMA (CopyTexture); otherwise, it rasterizes using a pixel shader. Use this method if the two textures may have different formats.
| Name | AddDrawTexturePass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/ScreenPass.cpp |
void AddDrawTexturePass
(
FRDGBuilder & GraphBuilder,
FScreenPassViewInfo ViewInfo,
FRDGTextureRef InputTexture,
FRDGTextureRef OutputTexture,
FIntPoint InputPosition,
FIntPoint OutputPosition,
FIntPoint Size
)
AddDrawTexturePass(FRDGBuilder &, FScreenPassViewInfo, FRDGTextureRef, FRDGTextureRef, FIntPoint, FIntPoint, FIntPoint, FIntPoint)
| Name | AddDrawTexturePass |
| Type | function |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
| Source | /Engine/Source/Runtime/Renderer/Private/ScreenPass.cpp |
void AddDrawTexturePass
(
FRDGBuilder & GraphBuilder,
FScreenPassViewInfo ViewInfo,
FRDGTextureRef InputTexture,
FRDGTextureRef OutputTexture,
FIntPoint InputPosition,
FIntPoint InputSize,
FIntPoint OutputPosition,
FIntPoint OutputSize
)