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| const TCHAR * | GetDepthDrawingModeString (EDepthDrawingMode Mode) |
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| FDepthPassInfo | GetDepthPassInfo (const FScene *Scene) |
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| void | AddDitheredStencilFillPass (FRDGBuilder &GraphBuilder, TConstArrayView< FViewInfo > Views, FRDGTextureRef DepthTexture, const FDepthPassInfo &DepthPass) |
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| void | AddDitheredStencilClearPass (FRDGBuilder &GraphBuilder, FRDGTextureRef DepthTexture, EShaderPlatform ShaderPlatform, bool bClearAllStencilBits) |
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| FMeshDrawCommandSortKey | CalculateDepthPassMeshStaticSortKey (const bool bIsMasked, const FMeshMaterialShader *VertexShader, const FMeshMaterialShader *PixelShader) |
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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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| void | SetupDepthPassState (FMeshPassProcessorRenderState &DrawRenderState) |
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◆ EDepthDrawingMode
| Enumerator |
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| DDM_None | |
| DDM_NonMaskedOnly | |
| DDM_AllOccluders | |
| DDM_AllOpaque | |
| DDM_MaskedOnly | |
| DDM_AllOpaqueNoVelocity | |
◆ AddDitheredStencilClearPass()
◆ AddDitheredStencilFillPass()
◆ CalculateDepthPassMeshStaticSortKey()
◆ GetDepthDrawingModeString()
◆ GetDepthPassInfo()
◆ GetDepthPassShaders()
template<
bool bPositionOnly>
◆ SetupDepthPassState()