Renderer

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Classes

Name

Description

Public class

FCachedMeshDrawCommandInfo

Stores information about a mesh draw command which is cached in the scene.

Public class

FCachedPassMeshDrawList

Public class

FCachedPassMeshDrawListContext

Public class

FCachedPassMeshDrawListContextDeferred

Public class

FCachedPassMeshDrawListContextImmediate

Public class

FCachedRayTracingMeshCommandContext

Public struct

FCompareFMeshDrawCommands

Public class

FDebugUniformExpressionSet

Debug information related to uniform expression sets.

Public class

FDepthBounds

Public class

FDynamicMeshDrawCommandStorage

Storage for Mesh Draw Commands built every frame.

Public class

FDynamicPassMeshDrawListContext

Context used when building FMeshDrawCommands for one frame only.

Public class

FDynamicRayTracingMeshCommandContext

Public struct

FDynamicVRSData

Public class

FGlobalDistanceFieldParameterData

Public class

FGlobalDistanceFieldParameters

Public class

FGraphicsMinimalPipelineStateId

Uniquely represents a FGraphicsMinimalPipelineStateInitializer for fast compares.

Public class

FGraphicsMinimalPipelineStateInitializer

Pipeline state without render target state Useful for mesh passes where the render target state is not changing between draws.

Public class

FHairGroupPublicData

Public struct

FHairStrandClusterData

Public struct

FHairStrandsBookmarkParameters

Public struct

FHairStrandsInstance

Public class

FHdrCustomResolve2xPS

Public class

FHdrCustomResolve4xPS

Public class

FHdrCustomResolve8xPS

Public class

FHdrCustomResolveFMask2xPS

Public class

FHdrCustomResolveFMask4xPS

Public class

FHdrCustomResolveFMask8xPS

Public class

FHdrCustomResolveVS

Public class

FIndirectLightingCacheAllocation

Data used to track a primitive's allocation in the volume texture atlas that stores indirect lighting.

Public class

FMaterialShader

Base class of all shaders that need material parameters.

Public struct

FMaterialShaderPermutationParameters

Public class

FMeshDrawCommand

FMeshDrawCommand fully describes a mesh pass draw call, captured just above the RHI.

Public struct

FMeshDrawCommandCount

Public struct

FMeshDrawCommandDebugData

Debug only data for being able to backtrack the origin of given FMeshDrawCommand.

Public struct

FMeshDrawCommandOverrideArgs

Public struct

FMeshDrawCommandPrimitiveIdInfo

Container for primtive ID info that needs to be passed around, in the future will likely be condensed to just the instance ID.

Public class

FMeshDrawCommandSortKey

FVisibleMeshDrawCommand sort key.

Public class

FMeshDrawCommandStateCache

Public class

FMeshDrawShaderBindings

Encapsulates shader bindings for a single FMeshDrawCommand.

Public class

FMeshDrawShaderBindingsLayout

Stores the number of each resource type that will need to be bound to a single shader, computed during shader reflection.

Public class

FMeshDrawSingleShaderBindings

Public class

FMeshMaterialShader

Base class of all shaders that need material and vertex factory parameters.

Public class

FMeshMaterialShaderElementData

Public struct

FMeshMaterialShaderPermutationParameters

Public class

FMeshPassDrawListContext

Interface for the different types of draw lists.

Public class

FMeshPassMask

Mesh pass mask - stores one bit per mesh pass.

Public class

FMeshPassProcessor

Base class of mesh processors, whose job is to transform FMeshBatch draw descriptions received from scene proxy implementations into FMeshDrawCommands ready for the RHI command list

Public struct

FMeshPassProcessorRenderState

A set of render state overrides passed into a Mesh Pass Processor, so it can be configured from the outside.

Public struct

FMeshProcessorShaders

Public struct

FMinimalBoundShaderStateInput

Public class

FMobileSceneTextureUniformParameters

Public class

FPassProcessorManager

Public struct

FPersistentPrimitiveIndex

Wrapper to make it harder to confuse the packed and persistent index when used as arguments etc.

Public struct

FPrimitiveFlagsCompact

Flags needed for shadow culling.

Public struct

FPrimitiveOctreeSemantics

Defines how the primitive is stored in the scene's primitive octree.

Public class

FPrimitiveSceneInfo

The renderer's internal state for a single UPrimitiveComponent.

Public class

FPrimitiveSceneInfoCompact

The information needed to determine whether a primitive is visible.

Public struct

FPrimitiveVirtualTextureFlags

Flags needed for broad phase culling of runtime virtual texture page rendering.

Public struct

FPrimitiveVirtualTextureLodInfo

Lod data used for runtime virtual texture page rendering.

Public class

FRayTracingMeshCommand

Public class

FRayTracingMeshCommandContext

Public struct

FRDGExternalBuffer

Public struct

FRDGImportedBuffer

Public class

FRegisterPassProcessorCreateFunction

Public class

FRenderTargetWriteMask

Public class

FRuntimeVirtualTextureFinalizer

IVirtualTextureFinalizer implementation that renders the virtual texture pages on demand.

Public class

FRuntimeVirtualTextureProducer

IVirtualTexture implementation that is handling runtime rendered page data requests.

Public class

FSceneTextureExtracts

Struct containing references to extracted RHI resources after RDG execution.

Public class

FSceneTextureShaderParameters

Public class

FSceneTextureUniformParameters

A uniform buffer containing common scene textures used by materials or global shaders.

Public class

FShaderBindingState

Public struct

FShaderDrawDebugData

Public class

FShaderParameters

The structure to be set on the debug shader outputting debug primitive.

Public class

FShaderParameters

ShaderPrint parameter struct declaration.

Public struct

FShaderPrintData

Public class

FSimpleMeshDrawCommandPass

Similar to the parallel one, but intended for use with simpler tasks where the overhead and complexity of parallel is not justified.

Public class

FUniformBufferParameters

ShaderPrint uniform buffer layout.

Public class

FVariableRateShadingImageManager

Public struct

FVertexFactoryShaderPermutationParameters

Public class

FVisibleMeshDrawCommand

Stores information about a mesh draw command that has been determined to be visible, for further visibility processing.

Public class

FVisibleRayTracingMeshCommand

Public struct

FVolumeBounds

Represents a subregion of a volume texture.

Public class

FVolumeRasterizeVertexBuffer

Vertex buffer used for rendering into a volume texture.

Public class

FWriteToSliceGS

Geometry shader used to write to a range of slices of a 3d volume texture.

Public class

FWriteToSliceVS

Vertex shader used to write to a range of slices of a 3d volume texture.

Public class

IComputeSystem

Interface for compute systems.

Public struct

MeshDrawCommandKeyFuncs

Public struct

TMeshProcessorShaders

Typedefs

Enums

Name

Description

Public enum

EDrawingPolicyOverrideFlags

Public enum

EFVisibleMeshDrawCommandFlags

Flags that may be passed along with a visible mesh draw command OR stored with a cached one.

Public enum

EHairBindingType

Public enum

EHairDebugMode

Public enum

EHairGeometryType

Public enum

EHairInterpolationType

Public enum

EHairStrandsBookmark

HairStrands Bookmark API.

Public enum

EHairStrandsDebugMode

Public enum

EHairStrandsShaderType

API for enabling/disabling the various geometry representation.

Public enum

EMeshPass::Type

Mesh pass types supported.

Public enum

EMeshPassFeatures

Public enum

EMeshPassFlags

Public enum

EMobileSceneTextureSetupMode

Public enum

ENaniteMeshPass::Type

Nanite mesh pass types.

Public enum

EPrimitiveDirtyState

Public enum

ERDGImportedBufferFlags

Public enum

ESceneTextureSetupMode

Public enum

EUpdateStaticMeshFlags

Public enum

EVRSType

Explicit VRS source flags; each type of VRS image generated here will have it's own flag defined in this bitfield.

Functions

Name Description

Public function

void

 

AddSimpleMeshPass

(
    FRDGBuilder& GraphBuilder,
    PassParametersType* PassParame...,
    const FGPUScene& GPUScene,
    const FSceneView& View,
    FInstanceCullingManager* Insta...,
    FRDGEventName&& PassName,
    const FIntRect& ViewPortRect,
    const ERDGPassFlags& PassFlags,
    AddMeshBatchesCallbackLambdaType Ad...
)

GPUCULL_TODO: Write documentation.

Public function

void

 

AddSimpleMeshPass

(
    FRDGBuilder& GraphBuilder,
    PassParametersType* PassParame...,
    const FGPUScene& GPUScene,
    const FSceneView& View,
    FInstanceCullingManager* Insta...,
    FRDGEventName&& PassName,
    const ERDGPassFlags& PassFlags,
    AddMeshBatchesCallbackLambdaType Ad...,
    PassPrologueLambdaType PassPrologue...
)

GPUCULL_TODO: Write documentation.

Public function

void

 

AddSimpleMeshPass

(
    FRDGBuilder& GraphBuilder,
    PassParametersType* PassParame...,
    const FScene* Scene,
    const FSceneView& View,
    FInstanceCullingManager* Insta...,
    FRDGEventName&& PassName,
    const FIntRect& ViewPortRect,
    const ERDGPassFlags& PassFlags,
    AddMeshBatchesCallbackLambdaType Ad...
)

GPUCULL_TODO: Write documentation.

Public function

void

 

AddSimpleMeshPass

(
    FRDGBuilder& GraphBuilder,
    PassParametersType* PassParame...,
    const FScene* Scene,
    const FSceneView& View,
    FInstanceCullingManager* Insta...,
    FRDGEventName&& PassName,
    const ERDGPassFlags& PassFlags,
    AddMeshBatchesCallbackLambdaType Ad...,
    PassPrologueLambdaType PassPrologue...
)

GPUCULL_TODO: Write documentation.

Public function

void

 

AddSimpleMeshPass

(
    FRDGBuilder& GraphBuilder,
    PassParametersType* PassParame...,
    const FGPUScene& GPUScene,
    const FSceneView& View,
    FInstanceCullingManager* Insta...,
    FRDGEventName&& PassName,
    const FIntRect& ViewPortRect,
    AddMeshBatchesCallbackLambdaType Ad...
)

GPUCULL_TODO: Write documentation.

Public function

void

 

AddSimpleMeshPass

(
    FRDGBuilder& GraphBuilder,
    PassParametersType* PassParame...,
    const FScene* Scene,
    const FSceneView& View,
    FInstanceCullingManager* Insta...,
    FRDGEventName&& PassName,
    const FIntRect& ViewPortRect,
    AddMeshBatchesCallbackLambdaType Ad...
)

GPUCULL_TODO: Write documentation.

Public function

void

 

ApplyViewOverridesToMeshDrawCommands

(
    const FSceneView& View,
    FMeshCommandOneFrameArray& Visible...,
    FDynamicMeshDrawCommandStorage& Dy...,
    FGraphicsMinimalPipelineStateSet& ...,
    bool& NeedsShaderInitialisation
)

Public function

 

BEGIN_SHADER_PARAMETER_STRUCT

(
    FGlobalDistanceFieldParameters2
)

Public function

FMeshDrawCom...

 

CalculateMeshStaticSortKey

(
    const FMeshMaterialShader* Ver...,
    const FMeshMaterialShader* Pix...
)

Public function

FMeshDrawCom...

 

CalculateMeshStaticSortKey

(
    const TShaderRef< FMeshMaterialShad...,
    const TShaderRef< FMeshMaterialShad...
)

Public function

void

 

ConvertToExternalBufferWithViews

(
    FRDGBuilder& GraphBuilder,
    FRDGBufferRef& InBuffer,
    FRDGExternalBuffer& OutBuffer,
    EPixelFormat Format
)

Public function

TUniformBuff...

 

CreateMobileSceneTextureUniformBuffer

CreateMobileSceneTextureUniformBuffer now requires an FRDGBuilder.

Public function

TRDGUniformB...

 

CreateMobileSceneTextureUniformBuffer

(
    FRDGBuilder& GraphBuilder,
    EMobileSceneTextureSetupMode SetupM...
)

Creates the RDG mobile scene texture uniform buffer.

Public function

FSceneTextur...

 

CreateSceneTextureShaderParameters

(
    FRDGBuilder& GraphBuilder,
    ERHIFeatureLevel::Type FeatureLevel,
    ESceneTextureSetupMode SetupMode
)

Returns scene texture shader parameters containing the RDG uniform buffer for either mobile or deferred shading.

Public function

TUniformBuff...

 

CreateSceneTextureUniformBuffer

CreateSceneTextureUniformBuffer now requires an FRDGBuilder.

Public function

TRDGUniformB...

 

CreateSceneTextureUniformBuffer

(
    FRDGBuilder& GraphBuilder,
    ERHIFeatureLevel::Type FeatureLevel,
    ESceneTextureSetupMode SetupMode
)

Returns RDG scene texture uniform buffer.

Public function

TRefCountPtr...

 

CreateSceneTextureUniformBufferDependentOnShadingPath

Use CreateSceneTextureShaderParameters instead.

Public function

void

 

CreateSystemTextures

(
    FRDGBuilder& GraphBuilder
)

Registers system textures into RDG.

Public function

void

 

DrawDynamicMeshPass

(
    const FSceneView& View,
    FRHICommandList& RHICmdList,
    const LambdaType& BuildPassProcess...,
    bool bForceStereoInstancingOff
)

Provides a callback to build FMeshDrawCommands and then submits them immediately.

Public function

void

 

DrawDynamicMeshPassPrivate

(
    const FSceneView& View,
    FRHICommandList& RHICmdList,
    FMeshCommandOneFrameArray& Visible...,
    FDynamicMeshDrawCommandStorage& Dy...,
    FGraphicsMinimalPipelineStateSet& ...,
    bool& InNeedsShaderInitialisation,
    uint32 InstanceFactor
)

Public function Const

GlobalDistan...

 

END_SHADER_PARAMETER_STRUCT()

Public function

float

 

GetHairAvgRadius

(
    uint32 InCount,
    float InCoverage
)

Return the average hair normalized radius for a given hair count and a given coverage value.

Public function

float

 

GetHairCoverage

(
    uint32 HairCount,
    float AverageHairRadius
)

Return the hair coverage for a certain hair count and normalized avg hair radius (i.e, [0..1])

Public function

EHairDebugMo...

 

GetHairStrandsDebugMode()

Public function

EHairStrands...

 

GetHairStrandsDebugStrandsMode()

Return the active debug view mode.

Public function

const TCHAR ...

 

GetMeshPassName

(
    EMeshPass::Type MeshPass
)

Public function

FIntPoint

 

GetSceneTextureExtent()

Returns the full-resolution scene texture extent.

Public function

const FScene...

 

GetSceneTextureExtracts()

Returns the global scene texture extracts struct.

Public function

ERHIFeatureL...

 

GetSceneTextureFeatureLevel()

Returns the feature level being used by the renderer.

Public function

FSceneTextur...

 

GetSceneTextureShaderParameters

Public function

FSceneTextur...

 

GetSceneTextureShaderParameters

Public function Static

EVRSShadingR...

 

GetShadingRateFromMaterial

(
    EMaterialShadingRate MaterialShadin...
)

Public function

bool

 

IsHairRayTracingEnabled()

Public function

bool

 

IsHairStrandsBindingEnable()

Return true if hair binding is enabled (i.e., hair can be attached to skeletal mesh)

Public function

bool

 

IsHairStrandsEnabled

(
    EHairStrandsShaderType Type,
    EShaderPlatform Platform
)

Public function

bool

 

IsHairStrandsSimulationEnable()

Return true if hair simulation is enabled.

Public function

bool

 

IsHairStrandsSupported

(
    EHairStrandsShaderType Type,
    EShaderPlatform Platform
)

Public function

bool

 

IsSceneTexturesValid()

Returns whether scene textures have been initialized.

Public function

bool

 

IsSceneTexturesValid

IsSceneTexturesValid no longer requires a command list.

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

(
    EMeshPassFeatures E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

(
    EMeshPassFlags E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

Public function

constexpr bo...

 

operator!

(
    EVRSType E
)

Public function

constexpr bo...

 

operator!

(
    EPrimitiveDirtyState E
)

Public function

constexpr bo...

 

operator!

Public function

constexpr ER...

 

operator&

Public function

constexpr EF...

 

operator&

Public function

constexpr EM...

 

operator&

(
    EMeshPassFeatures Lhs,
    EMeshPassFeatures Rhs
)

Public function

constexpr EM...

 

operator&

(
    EMeshPassFlags Lhs,
    EMeshPassFlags Rhs
)

Public function

constexpr EP...

 

operator&

(
    EPrimitiveDirtyState Lhs,
    EPrimitiveDirtyState Rhs
)

Public function

constexpr EU...

 

operator&

Public function

constexpr ES...

 

operator&

Public function

constexpr EM...

 

operator&

Public function

constexpr ED...

 

operator&

Public function

constexpr EV...

 

operator&

(
    EVRSType Lhs,
    EVRSType Rhs
)

Public function

EMeshPassFea...

 

operator&=

(
    EMeshPassFeatures& Lhs,
    EMeshPassFeatures Rhs
)

Public function

EVRSType &

 

operator&=

(
    EVRSType& Lhs,
    EVRSType Rhs
)

Public function

EMobileScene...

 

operator&=

Public function

ESceneTextur...

 

operator&=

(
    ESceneTextureSetupMode& Lhs,
    ESceneTextureSetupMode Rhs
)

Public function

EUpdateStati...

 

operator&=

(
    EUpdateStaticMeshFlags& Lhs,
    EUpdateStaticMeshFlags Rhs
)

Public function

EPrimitiveDi...

 

operator&=

(
    EPrimitiveDirtyState& Lhs,
    EPrimitiveDirtyState Rhs
)

Public function

EMeshPassFla...

 

operator&=

(
    EMeshPassFlags& Lhs,
    EMeshPassFlags Rhs
)

Public function

ERDGImported...

 

operator&=

Public function

EFVisibleMes...

 

operator&=

Public function

EDrawingPoli...

 

operator&=

Public function

constexpr EM...

 

operator^

(
    EMeshPassFlags Lhs,
    EMeshPassFlags Rhs
)

Public function

constexpr ED...

 

operator^

Public function

constexpr EM...

 

operator^

(
    EMeshPassFeatures Lhs,
    EMeshPassFeatures Rhs
)

Public function

constexpr EF...

 

operator^

Public function

constexpr ER...

 

operator^

Public function

constexpr EU...

 

operator^

Public function

constexpr ES...

 

operator^

Public function

constexpr EM...

 

operator^

Public function

constexpr EV...

 

operator^

(
    EVRSType Lhs,
    EVRSType Rhs
)

Public function

constexpr EP...

 

operator^

(
    EPrimitiveDirtyState Lhs,
    EPrimitiveDirtyState Rhs
)

Public function

ERDGImported...

 

operator^=

Public function

EFVisibleMes...

 

operator^=

Public function

EMeshPassFea...

 

operator^=

(
    EMeshPassFeatures& Lhs,
    EMeshPassFeatures Rhs
)

Public function

EDrawingPoli...

 

operator^=

Public function

EMeshPassFla...

 

operator^=

(
    EMeshPassFlags& Lhs,
    EMeshPassFlags Rhs
)

Public function

EUpdateStati...

 

operator^=

(
    EUpdateStaticMeshFlags& Lhs,
    EUpdateStaticMeshFlags Rhs
)

Public function

ESceneTextur...

 

operator^=

(
    ESceneTextureSetupMode& Lhs,
    ESceneTextureSetupMode Rhs
)

Public function

EVRSType &

 

operator^=

(
    EVRSType& Lhs,
    EVRSType Rhs
)

Public function

EMobileScene...

 

operator^=

Public function

EPrimitiveDi...

 

operator^=

(
    EPrimitiveDirtyState& Lhs,
    EPrimitiveDirtyState Rhs
)

Public function

constexpr EM...

 

operator|

(
    EMeshPassFeatures Lhs,
    EMeshPassFeatures Rhs
)

Public function

constexpr EV...

 

operator|

(
    EVRSType Lhs,
    EVRSType Rhs
)

Public function

constexpr EM...

 

operator|

Public function

constexpr ES...

 

operator|

Public function

constexpr EU...

 

operator|

Public function

constexpr EP...

 

operator|

(
    EPrimitiveDirtyState Lhs,
    EPrimitiveDirtyState Rhs
)

Public function

constexpr ER...

 

operator|

Public function

constexpr EF...

 

operator|

Public function

constexpr EM...

 

operator|

(
    EMeshPassFlags Lhs,
    EMeshPassFlags Rhs
)

Public function

constexpr ED...

 

operator|

Public function

EPrimitiveDi...

 

operator|=

(
    EPrimitiveDirtyState& Lhs,
    EPrimitiveDirtyState Rhs
)

Public function

EMeshPassFla...

 

operator|=

(
    EMeshPassFlags& Lhs,
    EMeshPassFlags Rhs
)

Public function

EDrawingPoli...

 

operator|=

Public function

EMeshPassFea...

 

operator|=

(
    EMeshPassFeatures& Lhs,
    EMeshPassFeatures Rhs
)

Public function

EFVisibleMes...

 

operator|=

Public function

EMobileScene...

 

operator|=

Public function

ERDGImported...

 

operator|=

Public function

EVRSType &

 

operator|=

(
    EVRSType& Lhs,
    EVRSType Rhs
)

Public function

EUpdateStati...

 

operator|=

(
    EUpdateStaticMeshFlags& Lhs,
    EUpdateStaticMeshFlags Rhs
)

Public function

ESceneTextur...

 

operator|=

(
    ESceneTextureSetupMode& Lhs,
    ESceneTextureSetupMode Rhs
)

Public function

constexpr ER...

 

operator~

Public function

constexpr EF...

 

operator~

Public function

constexpr EM...

 

operator~

(
    EMeshPassFeatures E
)

Public function

constexpr ED...

 

operator~

Public function

constexpr EM...

 

operator~

(
    EMeshPassFlags E
)

Public function

constexpr EP...

 

operator~

(
    EPrimitiveDirtyState E
)

Public function

constexpr EU...

 

operator~

Public function

constexpr ES...

 

operator~

Public function

constexpr EM...

 

operator~

Public function

constexpr EV...

 

operator~

(
    EVRSType E
)

Public function

void

 

RasterizeToVolumeTexture

(
    FRHICommandList& RHICmdList,
    FVolumeBounds VolumeBounds
)

This function assumes the PSO had a PrimitiveType of PT_TriangleStrip.

Public function

FRDGImported...

 

Register

(
    FRDGBuilder& GraphBuilder,
    const FRDGExternalBuffer& In,
    ERDGImportedBufferFlags Flags,
    ERDGUnorderedAccessViewFlags UAVFla...
)

Public function

FRDGBufferSR...

 

RegisterAsSRV

(
    FRDGBuilder& GraphBuilder,
    const FRDGExternalBuffer& In
)

Public function

FRDGBufferUA...

 

RegisterAsUAV

(
    FRDGBuilder& GraphBuilder,
    const FRDGExternalBuffer& In,
    ERDGUnorderedAccessViewFlags Flags
)

Public function

void

 

RegisterBookmarkFunction

(
    THairStrandsBookmarkFunction Bookma...
)

Public function

void

 

ResetSceneTextureExtentHistory()

Resets the scene texture extent history.

Public function

void

 

SetHairScreenLODInfo

(
    bool bEnable
)

Helper to enable debug information about hair LOD.

Public function

void

 

SetHairStrandsEnabled

(
    bool In
)

Public function

void

 

SetupMobileSceneTextureUniformParameters

(
    FRDGBuilder& GraphBuilder,
    EMobileSceneTextureSetupMode SetupM...,
    FMobileSceneTextureUniformParameter...
)

Fills the scene texture uniform buffer struct.

Public function

void

 

SetupMobileSceneTextureUniformParameters

(
    const FSceneRenderTargets&,
    EMobileSceneTextureSetupMode,
    FMobileSceneTextureUniformParameter...
)

SetupMobileSceneTextureUniformParameters now requires an FRDGBuilder.

Public function

void

 

SetupSceneTextureUniformParameters

(
    FRDGBuilder& GraphBuilder,
    ERHIFeatureLevel::Type FeatureLevel,
    ESceneTextureSetupMode SetupMode,
    FSceneTextureUniformParameters& Ou...
)

Fills the shader parameter struct.

Public function

void

 

SetupSceneTextureUniformParameters

(
    const FSceneRenderTargets&,
    ERHIFeatureLevel::Type,
    ESceneTextureSetupMode,
    FSceneTextureUniformParameters&
)

SetupSceneTextureUniforParameters now requires an FRDGBuilder.

Public function

GlobalDistan...

 

SHADER_PARAMETER

(
    float,
    MaxGlobalDFAOConeDistance
)

Public function

GlobalDistan...

 

SHADER_PARAMETER

(
    float,
    GlobalDistanceFieldMipFactor
)

Public function

GlobalDistan...

 

SHADER_PARAMETER

(
    float,
    GlobalVolumeDimension
)

Public function

GlobalDistan...

 

SHADER_PARAMETER

(
    int32,
    GlobalDistanceFieldClipmapSizeInPag...
)

Public function

GlobalDistan...

 

SHADER_PARAMETER_ARRAY

(
    FVector4f,
    GlobalDistanceFieldMipWorldToUVScal...
)

Public function

GlobalDistan...

 

SHADER_PARAMETER_ARRAY

(
    FVector4f,
    GlobalVolumeCenterAndExtent
)

Public function

GlobalDistan...

 

SHADER_PARAMETER_TEXTURE

(
    Texture3D< uint >,
    GlobalDistanceFieldPageTableTexture
)

Public function

void

 

SubmitMeshDrawCommands

(
    const FMeshCommandOneFrameArray& V...,
    const FGraphicsMinimalPipelineState...,
    FRHIBuffer* PrimitiveIdsBuffer,
    uint32 PrimitiveIdBufferStride,
    int32 BasePrimitiveIdsOffset,
    bool bDynamicInstancing,
    uint32 InstanceFactor,
    FRHICommandList& RHICmdList
)

Public function

void

 

SubmitMeshDrawCommandsRange

(
    const FMeshCommandOneFrameArray& V...,
    const FGraphicsMinimalPipelineState...,
    FRHIBuffer* PrimitiveIdsBuffer,
    uint32 PrimitiveIdBufferStride,
    int32 BasePrimitiveIdsOffset,
    bool bDynamicInstancing,
    int32 StartIndex,
    int32 NumMeshDrawCommands,
    uint32 InstanceFactor,
    FRHICommandList& RHICmdList
)

Public function

void

 

TransitBufferToReadable

(
    FRDGBuilder& GraphBuilder,
    FBufferTransitionQueue& BuffersToT...
)

Variables

Name Description

Public variable

GlobalDistanceF...

 

GlobalDistanceFieldMipWorldToUVBias

Public variable

GlobalDistanceF...

 

GlobalVolumeWorldToUVAddAndMul

Public variable

const int32

 

GMaxGlobalDistanceFieldClipmaps

Must match global distance field shaders.

Public variable

PathTracingDeno...

 

GPathTracingDenoiserFunc

Public variable

TGlobalResource...

 

GVolumeRasterizeVertexBuffer

Public variable

TGlobalResource...

 

GVRSImageManager

Public variable

const int32

 

NumInlineShaderBindings

Number of resource bindings to allocate inline within a FMeshDrawCommand.