Module |
|
Header |
/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Render/Viewport/Containers/DisplayClusterViewport_Enums.h |
Include |
#include "Render/Viewport/Containers/DisplayClusterViewport_Enums.h" |
enum EDisplayClusterViewportResourceType
{
InternalRenderTargetResource = 0,
InputShaderResource,
MipsShaderResource,
AdditionalTargetableResource,
OutputFrameTargetableResource,
AdditionalFrameTargetableResource,
OutputPreviewTargetableResource,
}
Name |
Description |
---|---|
InternalRenderTargetResource |
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](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_1\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](API\Plugins\DisplayCluster\Render\Viewport\Containers\FDisplayClusterV-_1\FrameTargetRect)) |
AdditionalFrameTargetableResource |
Some frame postprocess require this additional full frame resource. |
OutputPreviewTargetableResource |
Finally OutputFrameTargetableResource resolved from OutputFrameTargetableResource to the Backbuffer from external logic. |