All viewport contexts rendered to render target (using atlasing to map multiple views) Then called single cross gpu transfer for multiple render targets regions After corss gpu transfers viewport regions resolved to unique viewports contexts resources 'InputShaderResource' (Context region saved FDisplayClusterViewport_Context::RenderTargetRect)
InputShaderResource
Just for Internal use Unique Viewport contexts shader resource.
MipsShaderResource
Special resource with mips texture, generated from 'InputShaderResource' after postprocess.
AdditionalTargetableResource
Additional targetable resource, used by logic (external warpblend, blur, etc)
OutputFrameTargetableResource
Final frame targetable resources used externally as frame output Projection policy render output to this resources into viewport region (Context frame region saved FDisplayClusterViewport_Context::FrameTargetRect)
AdditionalFrameTargetableResource
Some frame postprocess require this additional full frame resource.
OutputPreviewTargetableResource
Finally OutputFrameTargetableResource resolved from OutputFrameTargetableResource to the Backbuffer from external logic.