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| | IMPLEMENT_GLOBAL_SHADER (FGenerateRayMarchingTiles, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesPreshadingPipeline.usf", "GenerateRayMarchingTiles", SF_Compute) |
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| void | GenerateRayMarchingTiles (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, const FSceneTextures &SceneTextures, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, FRDGBufferRef NumVoxelsBuffer, const TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGBufferRef &NumRayMarchingTilesBuffer, FRDGBufferRef &RayMarchingTilesBuffer, FRDGBufferRef &VoxelsPerTileBuffer) |
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| | IMPLEMENT_GLOBAL_SHADER (FRenderLightingCacheWithPreshadingCS, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesPreshadingPipeline.usf", "RenderLightingCacheWithPreshadingCS", SF_Compute) |
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| | IMPLEMENT_GLOBAL_SHADER (FRenderSingleScatteringWithPreshadingCS, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesPreshadingPipeline.usf", "RenderSingleScatteringWithPreshadingCS", SF_Compute) |
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| void | RenderLightingCacheWithPreshadingCompute (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, int32 ViewIndex, const FSceneTextures &SceneTextures, bool bApplyEmissionAndTransmittance, bool bApplyDirectLighting, bool bApplyShadowTransmittance, uint32 LightType, const FLightSceneInfo *LightSceneInfo, const FVisibleLightInfo *VisibleLightInfo, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, FRDGBufferRef NumVoxelsBuffer, const TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGBufferRef NumRayMarchingTilesBuffer, FRDGBufferRef RayMarchingTilesBuffer, FRDGBufferRef VoxelsPerTileBuffer, FRDGTextureRef &LightingCacheTexture) |
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| void | RenderSingleScatteringWithPreshadingCompute (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, int32 ViewIndex, const FSceneTextures &SceneTextures, bool bApplyEmissionAndTransmittance, bool bApplyDirectLighting, bool bApplyShadowTransmittance, uint32 LightType, const FLightSceneInfo *LightSceneInfo, const FVisibleLightInfo *VisibleLightInfo, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, FRDGBufferRef NumVoxelsBuffer, const TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGTextureRef LightingCacheTexture, FRDGBufferRef NumRayMarchingTilesBuffer, FRDGBufferRef RayMarchingTilesBuffer, FRDGBufferRef VoxelsPerTileBuffer, FRDGTextureRef &HeterogeneousVolumeTexture) |
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| void | RenderWithInscatteringVolumePipelineWithPreshadingCompute (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const FScene *Scene, FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, FRDGBufferRef NumVoxelsBuffer, TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGBufferRef NumRayMarchingTilesBuffer, FRDGBufferRef RayMarchingTilesBuffer, FRDGBufferRef VoxelsPerTileBuffer, FRDGTextureRef &LightingCacheTexture, FRDGTextureRef &HeterogeneousVolumeRadiance) |
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| void | RenderWithTransmittanceVolumePipelineWithPreshadingCompute (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const FScene *Scene, FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, FRDGBufferRef NumVoxelsBuffer, TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGBufferRef NumRayMarchingTilesBuffer, FRDGBufferRef RayMarchingTilesBuffer, FRDGBufferRef VoxelsPerTileBuffer, FRDGTextureRef &LightingCacheTexture, FRDGTextureRef &HeterogeneousVolumeRadiance) |
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| void | RenderWithPreshadingCompute (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const FScene *Scene, FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, FRDGBufferRef NumVoxelsBuffer, TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGTextureRef &LightingCacheTexture, FRDGTextureRef &HeterogeneousVolumeRadiance) |
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| void | RenderWithInscatteringVolumePipelineWithPreshadingHardwareRayTracing (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, FRDGBufferRef NumVoxelsBuffer, const TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGTextureRef LightingCacheTexture, TConstArrayView< FRayTracingGeometryRHIRef > RayTracingGeometries, FRDGTextureRef &HeterogeneousVolumeRadiance) |
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| void | RenderWithTransmittanceVolumePipelineWithPreshadingHardwareRayTracing (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, FRDGBufferRef NumVoxelsBuffer, const TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGTextureRef LightingCacheTexture, TConstArrayView< FRayTracingGeometryRHIRef > RayTracingGeometries, FRDGTextureRef &HeterogeneousVolumeRadiance) |
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| void | RenderWithPreshadingHardwareRayTracing (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, FRDGBufferRef NumVoxelsBuffer, const TRDGUniformBufferRef< FSparseVoxelUniformBufferParameters > &SparseVoxelUniformBuffer, FRDGTextureRef LightingCacheTexture, FRDGTextureRef &HeterogeneousVolumeRadiance) |
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| | IMPLEMENT_GLOBAL_SHADER (FGenerateMips3D, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesPreshadingPipeline.usf", "GenerateMips3D", SF_Compute) |
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| | IMPLEMENT_GLOBAL_SHADER (FGenerateMin3D, "/Engine/Private/HeterogeneousVolumes/HeterogeneousVolumesPreshadingPipeline.usf", "GenerateMin3D", SF_Compute) |
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| template<typename ShaderType > |
| void | GenerateMips3D (FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureRef Texture, uint32 MipLevel) |
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| void | RenderWithPreshading (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, FScene *Scene, FViewInfo &View, int32 ViewIndex, TArray< FVisibleLightInfo, SceneRenderingAllocator > &VisibleLightInfos, const FVirtualShadowMapArray &VirtualShadowMapArray, const IHeterogeneousVolumeInterface *HeterogeneousVolumeInterface, const FMaterialRenderProxy *MaterialRenderProxy, const FPersistentPrimitiveIndex &PersistentPrimitiveIndex, const FBoxSphereBounds LocalBoxSphereBounds, FRDGTextureRef LightingCacheTexture, FRDGTextureRef &HeterogeneousVolumeRadiance) |
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