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Classes
| Type | Name | Description | |
|---|---|---|---|
| FAtlasTextureInvalidationScope | Scope for invalidating a particular texture This ensures the atlas contains the latest version of the texture and filter it | ||
| FCachedMeshDrawCommandInfo | Stores information about a mesh draw command which is cached in the scene. | ||
| FCachedPassMeshDrawList | |||
| FCachedPassMeshDrawListContext | |||
| FCachedPassMeshDrawListContextDeferred | |||
| FCachedPassMeshDrawListContextImmediate | |||
| FCachedRayTracingMeshCommandContext | |||
| FCompareFMeshDrawCommands | |||
| FDebugUniformExpressionSet | Debug information related to uniform expression sets. | ||
| FDefaultBuffer | |||
| FDefaultBufferKey | |||
| FDefaultTexture | |||
| FDefaultTextureKey | |||
| FDenoisingArgumentsExt | |||
| FDepthBounds | |||
| FDynamicMeshDrawCommandStorage | Storage for Mesh Draw Commands built every frame. | ||
| FDynamicPassMeshDrawListContext | Context used when building FMeshDrawCommands for one frame only. | ||
| FDynamicRayTracingMeshCommandContext | |||
| FFrozenShaderPrintData | Structure containing "frozen" shader print render data. | ||
| FFXRenderingUtils | This class exposes methods required by FX rendering that must access rendering internals. | ||
| FGlobalDistanceFieldParameterData | |||
| FGlobalDistanceFieldParameters2 | |||
| FGlobalDistanceFieldReadback | |||
| 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 | |||
| FHairStrandsBookmarkParameters | |||
| FHairStrandsInstance | |||
| 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. | ||
| FMaterialShader | Base class of all shaders that need material parameters. | ||
| FMaterialShaderPermutationParameters | |||
| FMeshDrawCommand | FMeshDrawCommand fully describes a mesh pass draw call, captured just above the RHI. | ||
| FMeshDrawCommandCount | |||
| 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. | ||
| 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 | |||
| FMeshMaterialShaderPermutationParameters | |||
| 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 | ||
| FMeshPassProcessorRenderState | A set of render state overrides passed into a Mesh Pass Processor, so it can be configured from the outside. | ||
| FMeshProcessorShaders | |||
| FMinimalBoundShaderStateInput | |||
| FPassProcessorManager | |||
| FPersistentPrimitiveIndex | Wrapper to make it harder to confuse the packed and persistent index when used as arguments etc. | ||
| FPrimitiveFlagsCompact | Flags needed for shadow culling. | ||
| FPrimitiveOctreeSemantics | Defines how the primitive is stored in the scene's primitive octree. | ||
| FPrimitiveSceneInfo | The renderer's internal state for a single UPrimitiveComponent. | ||
| FPrimitiveSceneInfoCompact | The information needed to determine whether a primitive is visible. | ||
| FPrimitiveVirtualTextureFlags | Flags needed for broad phase culling of runtime virtual texture page rendering. | ||
| FPrimitiveVirtualTextureLodInfo | Lod data used for runtime virtual texture page rendering. | ||
| FRayTracingMeshCommand | |||
| FRayTracingMeshCommandContext | |||
| FRayTracingShaderCommand | |||
| FRDGExternalBuffer | |||
| FRDGImportedBuffer | |||
| FRDGSystemTextures | Contains system textures which can be registered for read-only access on an RDG pass. | ||
| FRegisterPassProcessorCreateFunction | |||
| FRenderTargetWriteMask | |||
| FSceneTextureExtracts | Struct containing references to extracted RHI resources after RDG execution. | ||
| 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. | ||
| FScreenPassTextureInput | A utility shader parameter struct containing the viewport, texture, and sampler for a unique texture input to a shader. | ||
| FScreenPassTextureSlice | Describes a Texture2D or a slice within a texture array with a paired viewport rect. | ||
| 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. | ||
| FScreenPassViewInfo | Type used to carry the limited amount of data we need from a FSceneView. | ||
| FScreenPassVS | The vertex shader used by DrawScreenPass to draw a rectangle. | ||
| FScreenTransform | Generic affine 2D texture coordinate transformation x * S + B. | ||
| FShaderBindingState | |||
| FShaderParameters | ShaderPrint parameter struct declaration. | ||
| FShaderPrintCommonParameters | |||
| FShaderPrintData | Structure containing shader print render data. | ||
| FShaderPrintSetup | Structure containing setup for shader print capturing. | ||
| FSimpleMeshDrawCommandPass | Similar to the parallel one, but intended for use with simpler tasks where the overhead and complexity of parallel is not justified. | ||
| FStateBucketAuxData | |||
| FStaticMeshBatch | A mesh which is defined by a primitive at scene segment construction time and never changed. | ||
| FStaticMeshBatchRelevance | FStaticMeshBatch data which is InitViews specific. | ||
| FStrings | Experimental GPU string | ||
| FSystemTextures | Encapsulates the system textures used for scene rendering. | ||
| FTessellationTable | |||
| FVariableRateShadingImageManager | |||
| FVertexFactoryShaderPermutationParameters | |||
| FViewDebugInfo | A collection of debug data associated with the current on screen view. | ||
| FVisibleMeshDrawCommand | Stores information about a mesh draw command that has been determined to be visible, for further visibility processing. | ||
| FVisibleRayTracingMeshCommand | |||
| FVolumeBounds | Represents a subregion of a volume texture. | ||
| 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. | ||
| IComputeSystem | Interface for compute systems. | ||
| ISceneRenderer | Public interface into FSceneRenderer. Used as the scope for scene rendering functions. | ||
| ITemporalUpscaler | Interface for implementing third party temporal upscaler. | ||
| IVariableRateShadingImageGenerator | |||
| MeshDrawCommandKeyFuncs | |||
| TMeshProcessorShaders |
Enums
| Type | Name | Description | |
|---|---|---|---|
| EMeshPass::Type | Mesh pass types supported. | ||
| ENaniteMeshPass::Type | Nanite mesh pass types. |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FTessellationTable & | Nanite::GetTessellationTable
(
uint32 MaxTessFactor |
||
| void | ShaderPrint::SetParameters
(
FRDGBuilder& GraphBuilder, |
Fill the FShaderParameters with an explicit FShaderPrintData managed by the calling code. | |
| bool | UE::FXRenderingUtils::CanMaterialRenderBeforeFXPostOpaque
(
const FSceneViewFamily& ViewFamily, |
||
| TConstStridedView< FSceneView > | UE::FXRenderingUtils::ConvertViewArray
(
TConstArrayView< FViewInfo > Views |
||
| 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). | |
| const FShaderParametersMetadata * | |||
| const FShaderParametersMetadata * | |||
| bool | UE::FXRenderingUtils::DistanceFields::HasDataToBind
(
const FSceneView& View |
||
| void | UE::FXRenderingUtils::DistanceFields::SetupAtlasParameters
(
FRDGBuilder& GraphBuilder, |
||
| void | UE::FXRenderingUtils::DistanceFields::SetupObjectBufferParameters
(
FRDGBuilder& GraphBuilder, |
||
| const FGlobalDistanceFieldParameterData * | UE::FXRenderingUtils::GetGlobalDistanceFieldParameterData
(
TConstStridedView< FSceneView > Views |
||
| TRDGUniformBufferRef< FMobileSceneTextureUniformParameters > | UE::FXRenderingUtils::GetOrCreateMobileSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
||
| TRDGUniformBufferRef< FSceneTextureUniformParameters > | UE::FXRenderingUtils::GetOrCreateSceneTextureUniformBuffer
(
FRDGBuilder& GraphBuilder, |
||
| FIntRect | UE::FXRenderingUtils::GetRawViewRectUnsafe
(
const FSceneView& View |
||
| TRDGUniformBufferRef< FSceneUniformParameters > | UE::FXRenderingUtils::GetSceneUniformBuffer
(
FRDGBuilder& GraphBuilder, |
Get the RDG uniform buffer from the FSceneUniformBuffer (not exposed in public API). | |
| FRDGTextureRef | UE::FXRenderingUtils::GetSceneVelocityTexture
(
const FSceneView& View |
||
| void | UE::MeshPassUtils::Dispatch
(
FRHIComputeCommandList& RHICmdList, |
Dispatch a compute shader to RHI Command List with its parameters and mesh shader bindings. | |
| void | UE::MeshPassUtils::DispatchIndirect
(
FRHIComputeCommandList& RHICmdList, |
Indirect dispatch a compute shader to RHI Command List with its parameters and mesh shader bindings. | |
| void | UE::MeshPassUtils::Private::AfterDispatch
(
FRHIComputeCommandList& RHICmdList, |
||
| void | UE::MeshPassUtils::Private::PrepareDispatch
(
FRHIComputeCommandList& RHICmdList, |
Variables
| Type | Name | Description | |
|---|---|---|---|
| const int32 | MaxClipmaps | Must match global distance field shaders. |