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Struct containing references to extracted RHI resources after RDG execution. All textures are left in an SRV read state, so they can safely be used for read without being re-imported into RDG. Likewise, the uniform buffer is non-RDG and can be used as is.
| Name | FSceneTextureExtracts |
| Type | class |
| Header File | /Engine/Source/Runtime/Renderer/Public/SceneRenderTargetParameters.h |
| Include Path | #include "SceneRenderTargetParameters.h" |
Syntax
class FSceneTextureExtracts : public FRenderResource
Inheritance Hierarchy
- FRenderResource → FSceneTextureExtracts
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CustomDepth | TRefCountPtr< IPooledRenderTarget > | Contains the custom depth targets. | SceneRenderTargetParameters.h | |
| Depth | TRefCountPtr< IPooledRenderTarget > | Contains the resolved scene depth target. | SceneRenderTargetParameters.h | |
| MobileUniformBuffer | TUniformBufferRef< FMobileSceneTextureUniformParameters > | SceneRenderTargetParameters.h | ||
| PartialDepth | TRefCountPtr< IPooledRenderTarget > | Contains the resolved scene depth target. | SceneRenderTargetParameters.h | |
| UniformBuffer | TUniformBufferRef< FSceneTextureUniformParameters > | Contains RHI scene texture uniform buffers referencing the extracted textures. | SceneRenderTargetParameters.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRHITexture * GetDepthTexture() |
SceneRenderTargetParameters.h | ||
TUniformBufferRef< FMobileSceneTextureUniformParameters > GetMobileUniformBufferRef() |
SceneRenderTargetParameters.h | ||
FSceneTextureExtractsParameters GetShaderParameters() |
SceneRenderTargetParameters.h | ||
FRHIUniformBuffer * GetUniformBuffer() |
SceneRenderTargetParameters.h | ||
TUniformBufferRef< FSceneTextureUniformParameters > GetUniformBufferRef() |
SceneRenderTargetParameters.h | ||
void QueueExtractions
(
FRDGBuilder& GraphBuilder, |
SceneRenderTargetParameters.h |