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| bool | Lumen::AnyLumenHardwareRayTracingPassEnabled () |
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| bool | Nanite::IsStatFilterActive (const FString &FilterName) |
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| void | Nanite::ListStatFilters (FSceneRenderer *SceneRenderer) |
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| bool | RayTracingDebug::UseInlineHardwareRayTracing (const FSceneViewFamily &ViewFamily) |
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| | DECLARE_CYCLE_STAT (TEXT("InitViews Intentional Stall"), STAT_InitViews_Intentional_Stall, STATGROUP_InitViews) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer UpdateDownsampledDepthSurface"), STAT_FDeferredShadingSceneRenderer_UpdateDownsampledDepthSurface, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer Render Init"), STAT_FDeferredShadingSceneRenderer_Render_Init, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer FXSystem PreRender"), STAT_FDeferredShadingSceneRenderer_FXSystem_PreRender, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer AllocGBufferTargets"), STAT_FDeferredShadingSceneRenderer_AllocGBufferTargets, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer PrepareForwardLightData"), STAT_FDeferredShadingSceneRenderer_PrepareForwardLightData, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer DBuffer"), STAT_FDeferredShadingSceneRenderer_DBuffer, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer ResolveDepth After Basepass"), STAT_FDeferredShadingSceneRenderer_ResolveDepth_After_Basepass, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer Resolve After Basepass"), STAT_FDeferredShadingSceneRenderer_Resolve_After_Basepass, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer FXSystem PostRenderOpaque"), STAT_FDeferredShadingSceneRenderer_FXSystem_PostRenderOpaque, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer AfterBasePass"), STAT_FDeferredShadingSceneRenderer_AfterBasePass, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer Lighting"), STAT_FDeferredShadingSceneRenderer_Lighting, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer RenderLightShaftOcclusion"), STAT_FDeferredShadingSceneRenderer_RenderLightShaftOcclusion, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer RenderAtmosphere"), STAT_FDeferredShadingSceneRenderer_RenderAtmosphere, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer RenderSkyAtmosphere"), STAT_FDeferredShadingSceneRenderer_RenderSkyAtmosphere, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer RenderFog"), STAT_FDeferredShadingSceneRenderer_RenderFog, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer RenderLocalFogVolume"), STAT_FDeferredShadingSceneRenderer_RenderLocalFogVolume, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer RenderLightShaftBloom"), STAT_FDeferredShadingSceneRenderer_RenderLightShaftBloom, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer RenderFinish"), STAT_FDeferredShadingSceneRenderer_RenderFinish, STATGROUP_SceneRendering) |
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| | DECLARE_GPU_STAT (RayTracingScene) |
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| | DECLARE_GPU_STAT (RayTracingGeometry) |
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| | DEFINE_GPU_STAT (Postprocessing) |
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| | DECLARE_GPU_STAT (VisibilityCommands) |
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| | DECLARE_GPU_STAT (RenderDeferredLighting) |
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| | DECLARE_GPU_STAT (AllocateRendertargets) |
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| | DECLARE_GPU_STAT (FrameRenderFinish) |
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| | DECLARE_GPU_STAT (PostRenderOpsFX) |
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| | DECLARE_GPU_STAT_NAMED (Unaccounted, TEXT("[unaccounted]")) |
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| | DECLARE_GPU_STAT (WaterRendering) |
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| | DECLARE_GPU_STAT (HairRendering) |
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| | DECLARE_GPU_STAT (UploadDynamicBuffers) |
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| | DECLARE_GPU_STAT (PostOpaqueExtensions) |
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| | DEFINE_GPU_STAT (CustomRenderPasses) |
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| | DECLARE_GPU_STAT (Substrate) |
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| | DECLARE_GPU_STAT_NAMED (NaniteVisBuffer, TEXT("Nanite VisBuffer")) |
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| | DECLARE_GPU_STAT_NAMED (NanitePrimeHZB, TEXT("Nanite PrimeHZB")) |
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| | DECLARE_DWORD_COUNTER_STAT (TEXT("BasePass Total Raster Bins"), STAT_NaniteBasePassTotalRasterBins, STATGROUP_Nanite) |
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| | DECLARE_DWORD_COUNTER_STAT (TEXT("BasePass Visible Raster Bins"), STAT_NaniteBasePassVisibleRasterBins, STATGROUP_Nanite) |
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| | DECLARE_DWORD_COUNTER_STAT (TEXT("BasePass Total Shading Bins"), STAT_NaniteBasePassTotalShadingBins, STATGROUP_Nanite) |
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| | DECLARE_DWORD_COUNTER_STAT (TEXT("BasePass Visible Shading Bins"), STAT_NaniteBasePassVisibleShadingBins, STATGROUP_Nanite) |
| |
| | CSV_DEFINE_CATEGORY (LightCount, true) |
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| const TCHAR * | GetDepthPassReason (bool bDitheredLODTransitionsUseStencil, EShaderPlatform ShaderPlatform) |
| | (UE_BUILD_SHIPPING || UE_BUILD_TEST)
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| | DECLARE_CYCLE_STAT (TEXT("Wait RayTracing Dynamic Bindings"), STAT_WaitRayTracingDynamicBindings, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("Wait Ray Tracing Scene Initialization"), STAT_WaitRayTracingSceneInitTask, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("Wait Ray Tracing Visible Shader Bindings Finalize"), STAT_WaitRayTracingVisibleShaderBindingsFinalizeTask, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("Wait Gather And Sort Lights"), STAT_WaitGatherAndSortLightsTask, STATGROUP_SceneRendering) |
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