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| bool | OIT::IsSortedPixelsEnabledForProject (EShaderPlatform InPlatform) |
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| | DECLARE_GPU_DRAWCALL_STAT_EXTERN (Basepass) |
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| | DECLARE_GPU_STAT_NAMED_EXTERN (NaniteBasePass, TEXT("Nanite BasePass")) |
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| void | SetupSharedBasePassParameters (FRDGBuilder &GraphBuilder, const FViewInfo &View, const int32 ViewIndex, bool bLumenGIEnabled, FSharedBasePassUniformParameters &BasePassParameters, bool bForRealtimeSkyCapture=false) |
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| TRDGUniformBufferRef< FOpaqueBasePassUniformParameters > | CreateOpaqueBasePassUniformBuffer (FRDGBuilder &GraphBuilder, const FViewInfo &View, const int32 ViewIndex=0, const FForwardBasePassTextures &ForwardBasePassTextures={}, const FDBufferTextures &DBufferTextures={}, bool bLumenGIEnabled=false, bool bForRealtimeSkyCapture=false) |
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| TRDGUniformBufferRef< FTranslucentBasePassUniformParameters > | CreateTranslucentBasePassUniformBuffer (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, const int32 ViewIndex=0, const FTranslucencyLightingVolumeTextures &TranslucencyLightingVolumeTextures={}, FRDGTextureRef SceneColorCopyTexture=nullptr, const ESceneTextureSetupMode SceneTextureSetupMode=ESceneTextureSetupMode::None, bool bLumenGIEnabled=false, ETranslucencyPass::Type TranslucencyPass=ETranslucencyPass::TPT_MAX) |
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| bool | IsGBufferLayoutSupportedForMaterial (EGBufferLayout Layout, const FMeshMaterialShaderPermutationParameters &Params) |
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| void | ModifyBasePassCSPSCompilationEnvironment (const FMeshMaterialShaderPermutationParameters &Params, EGBufferLayout GBufferLayout, bool bEnableSkyLight, FShaderCompilerEnvironment &OutEnvironment) |
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| template<typename LightMapPolicyType > |
| void | AddBasePassComputeShader (bool bEnableSkyLight, bool bVoxel, bool bIsDebug, EShaderFrequency ShaderFrequency, FMaterialShaderTypes &OutShaderTypes) |
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| template<typename LightMapPolicyType > |
| bool | GetBasePassShader (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, LightMapPolicyType LightMapPolicy, ERHIFeatureLevel::Type FeatureLevel, bool bEnableSkyLight, bool bVoxel, bool bIsDebug, EShaderFrequency ShaderFrequency, TShaderRef< TBasePassComputeShaderPolicyParamType< LightMapPolicyType > > *ComputeShader) |
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| template<> |
| bool | GetBasePassShader< FUniformLightMapPolicy > (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, FUniformLightMapPolicy LightMapPolicy, ERHIFeatureLevel::Type FeatureLevel, bool bEnableSkyLight, bool bVoxel, bool bIsDebug, EShaderFrequency ShaderFrequency, TShaderRef< TBasePassComputeShaderPolicyParamType< FUniformLightMapPolicy > > *ComputeShader) |
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| template<typename LightMapPolicyType , EGBufferLayout GBufferLayout> |
| void | AddBasePassPixelShader (bool bEnableSkyLight, bool bIsDebug, FMaterialShaderTypes &OutShaderTypes, bool bIsForOITPass=false) |
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| template<typename LightMapPolicyType > |
| bool | GetBasePassShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, LightMapPolicyType LightMapPolicy, ERHIFeatureLevel::Type FeatureLevel, bool bEnableSkyLight, bool bUse128bitRT, bool bIsDebug, EGBufferLayout GBufferLayout, TShaderRef< TBasePassVertexShaderPolicyParamType< LightMapPolicyType > > *VertexShader, TShaderRef< TBasePassPixelShaderPolicyParamType< LightMapPolicyType > > *PixelShader, bool bIsForOITPass=false) |
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| template<> |
| bool | GetBasePassShaders< FUniformLightMapPolicy > (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, FUniformLightMapPolicy LightMapPolicy, ERHIFeatureLevel::Type FeatureLevel, bool bEnableSkyLight, bool bUse128bitRT, bool bIsDebug, EGBufferLayout GBufferLayout, TShaderRef< TBasePassVertexShaderPolicyParamType< FUniformLightMapPolicy > > *VertexShader, TShaderRef< TBasePassPixelShaderPolicyParamType< FUniformLightMapPolicy > > *PixelShader, bool bIsForOITPass) |
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| | ENUM_CLASS_FLAGS (FBasePassMeshProcessor::EFlags) |
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| void | SetupBasePassState (FExclusiveDepthStencil::Type BasePassDepthStencilAccess, const bool bShaderComplexity, FMeshPassProcessorRenderState &DrawRenderState) |
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| FMeshDrawCommandSortKey | CalculateTranslucentMeshStaticSortKey (const FPrimitiveSceneProxy *RESTRICT PrimitiveSceneProxy, uint16 MeshIdInPrimitive) |
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