| FFXSystemInterface
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Module |
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Header |
/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraEmitterInstanceBatcher.h |
Include |
#include "NiagaraEmitterInstanceBatcher.h" |
class NiagaraEmitterInstanceBatcher : public FFXSystemInterface
Name | Description | |
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NiagaraEmitterInstanceBatcher ( |
Name | Description | |
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~NiagaraEmitterInstanceBatcher() |
Name | Description | ||
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AddSortedGPUSimulation ( |
Register work for GPU sorting (using the GPUSortManager). |
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BuildBatches() |
TODO: process queue, build batches from context with the same script also need to figure out how to handle multiple sets of parameters across a batch for now this executes every single sim in the queue individually, which is terrible in terms of overhead |
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FNiagaraData... |
FindIterationInterface ( |
Given a shader stage index, find the corresponding data interface |
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FRHIUnordere... |
GetEmptyRWBufferFromPool ( |
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FRHIUnordere... |
GetEmptyRWTextureFromPool ( |
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GetEventSpawnTotal ( |
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ERHIFeatureL... |
GetFeatureLevel() |
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const FGloba... |
GetGlobalDistanceFieldParameters() |
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FNiagaraGPUI... |
GetGPUInstanceCounterManager() |
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EShaderPlatf... |
GetShaderPlatform() |
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GiveSystemTick_RenderThread ( |
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InstanceDeallocated_RenderThread ( |
Notification that the InstanceID has been removed. |
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PostStageInterface ( |
Loop over all the data interfaces and call the poststage methods |
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PreStageInterface ( |
Loop over all the data interfaces and call the prestage methods |
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ProcessDebugInfo ( |
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ReleaseInstanceCounts_RenderThread ( |
Called to release GPU instance counts that the batcher is tracking. |
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ResetDataInterfaces ( |
Reset the data interfaces and check if the spawn stages are valid |
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ResizeCurrentBuffer ( |
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Run ( |
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SetDataInterfaceParameters ( |
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UnsetDataInterfaceParameters ( |
Name | Description | ||
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AddVectorField ( |
Add a vector field to the FX system. |
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DrawDebug ( |
Draw desired debug information related to the effects system. |
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FGPUSortMana... |
GetGPUSortManager() |
Get the shared SortManager, used in the rendering loop to call FGPUSortManager::OnPreRender() and FGPUSortManager::OnPostRenderOpaque() |
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FFXSystemInt... |
GetInterface ( |
Return the interface bound to the given name. |
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OnDestroy() |
Gamethread callback when destroy gets called, allows to clean up references. |
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PostInitViews ( |
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PostRenderOpaque ( |
Notification from the renderer that opaque primitives have rendered. |
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PreInitViews ( |
Notification from the renderer that it is about to perform visibility checks on FX belonging to this system. |
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PreRender ( |
Notification from the renderer that it is about to draw FX belonging to this system. |
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RemoveVectorField ( |
Remove a vector field from the FX system. |
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RequiresEarlyViewUniformBuffer() |
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Resume() |
Resume the FX system. Has no effect if the system was not suspended. |
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Suspend() |
Suspend the FX system. |
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Tick ( |
Tick the effects system. |
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UpdateVectorField ( |
Update a vector field registered with the FX system. |
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UsesDepthBuffer() |
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UsesGlobalDistanceField() |
Name |
Description |
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FEmitterInstanceList |
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FNiagaraBufferArray |
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FOverlappableTicks |
Name |
Description |
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Name |