Module |
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Header |
/Engine/Source/Runtime/RHI/Public/RHIResources.h |
Include |
#include "RHIResources.h" |
struct FRHIRenderPassInfo
Name | Description | ||
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bGeneratingMips |
Some RHIs need to know if this render pass is going to be reading and writing to the same texture in the case of generating mip maps for partial resource transitions. |
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bIsMSAA |
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bOcclusionQueries |
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bTooManyUAVs |
TODO: Remove once FORT-162640 is solved. |
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FColorEntry[Max... |
ColorRenderTargets |
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DepthStencilRenderTarget |
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MultiViewCount |
If this renderpass should be multiview, and if so how many views are required |
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NumOcclusionQueries |
Some RHIs require a hint that occlusion queries will be used in this render pass. |
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ResolveParameters |
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ShadingRateTexture |
Some RHIs can use a texture to control the sampling and/or shading resolution of different areas. |
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ShadingRateTextureCombiner |
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SubpassHint |
Hint for some RHI's that renderpass will have specific sub-passes. |
Name | Description | |
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FRHIRenderPassInfo() |
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FRHIRenderPassInfo ( |
Color and depth with resolve. |
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FRHIRenderPassInfo ( |
Color MRTs and depth. |
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FRHIRenderPassInfo ( |
Color and depth with resolve and optional sample density. |
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FRHIRenderPassInfo ( |
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FRHIRenderPassInfo ( |
Color MRTs, no depth. |
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FRHIRenderPassInfo ( |
Color MRTs, no depth. |
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FRHIRenderPassInfo ( |
Depth, no color. |
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FRHIRenderPassInfo ( |
Color, no depth, optional resolve, optional mip, optional array slice. |
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FRHIRenderPassInfo ( |
Depth, no color, occlusion queries. |
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FRHIRenderPassInfo ( |
Color and depth. |
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FRHIRenderPassInfo ( |
Color MRTs and depth. |
Name | Description | ||
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ConvertToRenderTargetsInfo ( |
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GetNumColorRenderTargets() |
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IsMSAA() |
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Validate() |
Name |
Description |
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FColorEntry |
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FDepthStencilEntry |
Name |
Description |
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ENoRenderTargets |