| 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
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NiagaraEmitterInstanceBatcher ( |
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~NiagaraEmitterInstanceBatcher() |
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AddDebugReadback ( |
Debug only function to readback data. |
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AddGpuComputeProxy |
Add system instance proxy to the batcher for tracking. |
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AddSortedGPUSimulation ( |
Register work for GPU sorting (using the GPUSortManager). |
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FNiagaraData... |
FindIterationInterface ( |
Given a shader stage index, find the corresponding data interface |
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FRHIUnordere... |
GetEmptyUAVFromPool ( |
Grab a temporary dummy RW buffer from the pool. |
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ERHIFeatureL... |
GetFeatureLevel() |
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const FGloba... |
GetGlobalDistanceFieldParameters() |
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FNiagaraGpuC... |
GetGpuComputeDebug() |
Get the Gpu Compute Debug class, useful for visualizing textures, etc. |
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FNiagaraGPUI... |
GetGPUInstanceCounterManager() |
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FNiagaraGpuR... |
GetGpuReadbackManager() |
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EShaderPlatf... |
GetShaderPlatform() |
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PostSimulateInterface ( |
Loop over all data interfaces and call the post-simulate methods |
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PostStageInterface ( |
Loop over all the data interfaces and call the post-stage methods |
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PreStageInterface ( |
Loop over all the data interfaces and call the pre-stage methods |
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ProcessDebugReadbacks ( |
Processes all pending readbacks |
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ProcessPendingTicksFlush ( |
Process and respond to a build up of excessive ticks inside the batcher. |
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RemoveGpuComputeProxy |
Remove system instance proxy from the batcher. |
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ResetDataInterfaces ( |
Reset the data interfaces and check if the spawn stages are valid |
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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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DrawDebug_RenderThread ( |
Draw desired debug information related to the effects system on the render thread. |
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DrawSceneDebug_RenderThread ( |
Call to handle debug drawing to the scene (i.e. where depth is available) |
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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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ShouldDebugDraw_RenderThread() |
Does the FX system require DrawDebug_RenderThread to be called at all? There is cost to enabling this so only return true when we have something to present. |
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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() |
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Description |
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