|
| enum | EMeshPass::Type : uint8 {
EMeshPass::DepthPass
, EMeshPass::SecondStageDepthPass
, EMeshPass::BasePass
, EMeshPass::AnisotropyPass
,
EMeshPass::SkyPass
, EMeshPass::SingleLayerWaterPass
, EMeshPass::SingleLayerWaterDepthPrepass
, EMeshPass::CSMShadowDepth
,
EMeshPass::VSMShadowDepth
, EMeshPass::OnePassPointLightShadowDepth
, EMeshPass::Distortion
, EMeshPass::Velocity
,
EMeshPass::TranslucentVelocity
, EMeshPass::TranslucentVelocityClippedDepth
, EMeshPass::TranslucencyStandard
, EMeshPass::TranslucencyStandardModulate
,
EMeshPass::TranslucencyAfterDOF
, EMeshPass::TranslucencyAfterDOFModulate
, EMeshPass::TranslucencyAfterMotionBlur
, EMeshPass::TranslucencyHoldout
,
EMeshPass::TranslucencyAll
, EMeshPass::LightmapDensity
, EMeshPass::DebugViewMode
, EMeshPass::CustomDepth
,
EMeshPass::MobileBasePassCSM
, EMeshPass::VirtualTexture
, EMeshPass::LumenCardCapture
, EMeshPass::LumenCardNanite
,
EMeshPass::LumenTranslucencyRadianceCacheMark
, EMeshPass::LumenFrontLayerTranslucencyGBuffer
, EMeshPass::DitheredLODFadingOutMaskPass
, EMeshPass::NaniteMeshPass
,
EMeshPass::MeshDecal_DBuffer
, EMeshPass::MeshDecal_SceneColorAndGBuffer
, EMeshPass::MeshDecal_SceneColorAndGBufferNoNormal
, EMeshPass::MeshDecal_SceneColor
,
EMeshPass::MeshDecal_AmbientOcclusion
, EMeshPass::WaterInfoTextureDepthPass
, EMeshPass::WaterInfoTexturePass
, EMeshPass::Num
,
EMeshPass::NumBits = 6
} |
| |
| enum class | EFVisibleMeshDrawCommandFlags : uint8 {
Default = 0U
, MaterialUsesWorldPositionOffset = 1U << 0U
, MaterialAlwaysEvaluatesWorldPositionOffset = 1U << 1U
, HasPrimitiveIdStreamIndex = 1U << 2U
,
ForceInstanceCulling = 1U << 3U
, PreserveInstanceOrder = 1U << 4U
, FetchInstanceCountFromScene = 1U << 5U
, All = MaterialUsesWorldPositionOffset | HasPrimitiveIdStreamIndex | ForceInstanceCulling | PreserveInstanceOrder | FetchInstanceCountFromScene
,
NumBits = 6U
} |
| |
| enum class | EMeshDrawCommandCullingPayloadFlags : uint8 {
Default = 0U
, MinScreenSizeCull = 1U
, MaxScreenSizeCull = 2U
, NoScreenSizeCull = Default
,
All = MinScreenSizeCull | MaxScreenSizeCull
, NumBits = 2U
} |
| |
| enum class | EMeshPassFeatures { Default = 0
, PositionOnly = 1 << 0
, PositionAndNormalOnly = 1 << 1
} |
| |
| enum class | EDrawingPolicyOverrideFlags {
None = 0
, TwoSided = 1 << 0
, DitheredLODTransition = 1 << 1
, Wireframe = 1 << 2
,
ReverseCullMode = 1 << 3
} |
| |
| enum class | EMeshPassFlags { None = 0
, CachedMeshCommands = 1 << 0
, MainView = 1 << 1
} |
| |
|
| const TCHAR * | GetMeshPassName (EMeshPass::Type MeshPass) |
| |
| | ENUM_CLASS_FLAGS (EFVisibleMeshDrawCommandFlags) |
| |
| | ENUM_CLASS_FLAGS (EMeshDrawCommandCullingPayloadFlags) |
| |
| | ENUM_CLASS_FLAGS (EMeshPassFeatures) |
| |
| | ENUM_CLASS_FLAGS (EDrawingPolicyOverrideFlags) |
| |
| | ENUM_CLASS_FLAGS (EMeshPassFlags) |
| |
| RENDERER_API void | SubmitMeshDrawCommands (const FMeshCommandOneFrameArray &VisibleMeshDrawCommands, const FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, const FMeshDrawCommandSceneArgs &SceneArgs, uint32 PrimitiveIdBufferStride, bool bDynamicInstancing, uint32 InstanceFactor, FRHICommandList &RHICmdList) |
| |
| void | SubmitMeshDrawCommandsRange (const FMeshCommandOneFrameArray &VisibleMeshDrawCommands, const FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, const FMeshDrawCommandSceneArgs &SceneArgs, uint32 PrimitiveIdBufferStride, bool bDynamicInstancing, int32 StartIndex, int32 NumMeshDrawCommands, uint32 InstanceFactor, FRHICommandList &RHICmdList) |
| |
| void | ApplyViewOverridesToMeshDrawCommands (const FSceneView &View, FMeshCommandOneFrameArray &VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage &DynamicMeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, bool &NeedsShaderInitialisation) |
| |
| RENDERER_API void | DrawDynamicMeshPassPrivate (const FSceneView &View, FRHICommandList &RHICmdList, FMeshCommandOneFrameArray &VisibleMeshDrawCommands, FDynamicMeshDrawCommandStorage &DynamicMeshDrawCommandStorage, FGraphicsMinimalPipelineStateSet &GraphicsMinimalPipelineStateSet, bool &InNeedsShaderInitialisation, uint32 InstanceFactor) |
| |
| RENDERER_API FMeshDrawCommandSortKey | CalculateMeshStaticSortKey (const FMeshMaterialShader *VertexShader, const FMeshMaterialShader *PixelShader) |
| |
| RENDERER_API void | AddRenderTargetInfo (EPixelFormat PixelFormat, ETextureCreateFlags CreateFlags, FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo) |
| |
| RENDERER_API void | SetupDepthStencilInfo (EPixelFormat DepthStencilFormat, ETextureCreateFlags DepthStencilCreateFlags, ERenderTargetLoadAction DepthTargetLoadAction, ERenderTargetLoadAction StencilTargetLoadAction, FExclusiveDepthStencil DepthStencilAccess, FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo) |
| |
| RENDERER_API void | SetupGBufferRenderTargetInfo (const FSceneTexturesConfig &SceneTexturesConfig, FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo, bool bSetupDepthStencil, EGBufferLayout Layout=GBL_Default) |
| |
| RENDERER_API void | ApplyTargetsInfo (FGraphicsPipelineStateInitializer &GraphicsPSOInit, const FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo) |
| |
| RENDERER_API ESubpassHint | GetSubpassHint (const FStaticShaderPlatform Platform, bool bIsUsingGBuffers, bool bMultiViewRendering, uint32 NumSamples) |
| |
| FMeshDrawCommandSortKey | CalculateMeshStaticSortKey (const TShaderRef< FMeshMaterialShader > &VertexShader, const TShaderRef< FMeshMaterialShader > &PixelShader) |
| |