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| bool | IsHMDHiddenAreaMaskActive () |
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| FDepthPassInfo | GetDepthPassInfo (const FScene *Scene) |
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| FDepthPassParameters * | GetDepthPassParameters (FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureRef DepthTexture) |
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| const TCHAR * | GetDepthDrawingModeString (EDepthDrawingMode Mode) |
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| | DECLARE_GPU_DRAWCALL_STAT (Prepass) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TDepthOnlyVS< true >, TEXT("/Engine/Private/PositionOnlyDepthVertexShader.usf"), TEXT("Main"), SF_Vertex) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TDepthOnlyVS< false >, TEXT("/Engine/Private/DepthOnlyVertexShader.usf"), TEXT("Main"), SF_Vertex) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (, FDepthOnlyPS, TEXT("/Engine/Private/DepthOnlyPixelShader.usf"), TEXT("Main"), SF_Pixel) |
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| | IMPLEMENT_SHADERPIPELINE_TYPE_VS (DepthNoPixelPipeline, TDepthOnlyVS< false >, true) |
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| | IMPLEMENT_SHADERPIPELINE_TYPE_VS (DepthPosOnlyNoPixelPipeline, TDepthOnlyVS< true >, true) |
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| | IMPLEMENT_SHADERPIPELINE_TYPE_VSPS (DepthPipeline, TDepthOnlyVS< false >, FDepthOnlyPS, true) |
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| template<bool bPositionOnly> |
| bool | GetDepthPassShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, bool bMaterialUsesPixelDepthOffset, TShaderRef< TDepthOnlyVS< bPositionOnly > > &VertexShader, TShaderRef< FDepthOnlyPS > &PixelShader, FShaderPipelineRef &ShaderPipeline) |
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| | IMPLEMENT_GetDepthPassShaders (true) |
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| | IMPLEMENT_GetDepthPassShaders (false) |
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| FDepthStencilStateRHIRef | GetDitheredLODTransitionDepthStencilState () |
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| TOptional< uint32 > | GetOptionalDitheringFlag (const FSceneView *SceneView, const FMeshBatch &RESTRICT Mesh, int32 StaticMeshId) |
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| | IMPLEMENT_GLOBAL_SHADER (FDitheredTransitionStencilPS, "/Engine/Private/DitheredTransitionStencil.usf", "Main", SF_Pixel) |
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| | IMPLEMENT_GLOBAL_SHADER (FDitheredTransitionStencilCS, "/Engine/Private/DitheredTransitionStencil.usf", "MainCS", SF_Compute) |
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| void | AddDitheredStencilFillPass (FRDGBuilder &GraphBuilder, TConstArrayView< FViewInfo > Views, FRDGTextureRef DepthTexture, const FDepthPassInfo &DepthPass) |
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| FDepthStencilStateRHIRef | GetDitheredStencilClearPassDepthStencilState (bool bClearAllStencilBits) |
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| void | AddDitheredStencilClearPass (FRDGBuilder &GraphBuilder, FRDGTextureRef DepthTexture, EShaderPlatform ShaderPlatform, bool bClearAllStencilBits) |
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| void | SetupDepthPassState (FMeshPassProcessorRenderState &DrawRenderState) |
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| const TCHAR * | GetDepthPassReason (bool bDitheredLODTransitionsUseStencil, EShaderPlatform ShaderPlatform) |
| | (UE_BUILD_SHIPPING || UE_BUILD_TEST)
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| FMeshDrawCommandSortKey | CalculateDepthPassMeshStaticSortKey (bool bIsMasked, const FMeshMaterialShader *VertexShader, const FMeshMaterialShader *PixelShader) |
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| FMeshPassProcessor * | CreateDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (DepthPass, CreateDepthPassProcessor, EShadingPath::Deferred, EMeshPass::DepthPass, EMeshPassFlags::CachedMeshCommands|EMeshPassFlags::MainView) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (MobileDepthPass, CreateDepthPassProcessor, EShadingPath::Mobile, EMeshPass::DepthPass, EMeshPassFlags::CachedMeshCommands|EMeshPassFlags::MainView) |
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| FMeshPassProcessor * | CreateSecondStageDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (SecondStageDepthPass, CreateSecondStageDepthPassProcessor, EShadingPath::Deferred, EMeshPass::SecondStageDepthPass, EMeshPassFlags::CachedMeshCommands|EMeshPassFlags::MainView) |
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| FMeshPassProcessor * | CreateDitheredLODFadingOutMaskPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (DitheredLODFadingOutMaskPass, CreateDitheredLODFadingOutMaskPassProcessor, EShadingPath::Deferred, EMeshPass::DitheredLODFadingOutMaskPass, EMeshPassFlags::MainView) |
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