UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MobileShadingRenderer.cpp File Reference
#include "CoreMinimal.h"
#include "Stats/Stats.h"
#include "Misc/MemStack.h"
#include "HAL/IConsoleManager.h"
#include "EngineGlobals.h"
#include "RHIDefinitions.h"
#include "RHI.h"
#include "RenderResource.h"
#include "RendererInterface.h"
#include "SceneUtils.h"
#include "UniformBuffer.h"
#include "Engine/BlendableInterface.h"
#include "ShaderParameters.h"
#include "RHIStaticStates.h"
#include "Shader.h"
#include "StaticBoundShaderState.h"
#include "PostProcess/SceneRenderTargets.h"
#include "GlobalShader.h"
#include "SceneRendering.h"
#include "ScenePrivate.h"
#include "SceneProxies/SkyLightSceneProxy.h"
#include "PostProcess/SceneFilterRendering.h"
#include "FXSystem.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/PostProcessMobile.h"
#include "PostProcess/PostProcessUpscale.h"
#include "PostProcess/PostProcessCompositeEditorPrimitives.h"
#include "PostProcess/PostProcessHMD.h"
#include "PostProcess/PostProcessAmbientOcclusionMobile.h"
#include "PostProcess/PostProcessCombineLUTs.h"
#include "PostProcess/PostProcessTonemap.h"
#include "PostProcess/AlphaInvert.h"
#include "IHeadMountedDisplay.h"
#include "IXRTrackingSystem.h"
#include "SceneViewExtension.h"
#include "ScreenRendering.h"
#include "ShaderPrint.h"
#include "PipelineStateCache.h"
#include "ClearQuad.h"
#include "MobileSeparateTranslucencyPass.h"
#include "MobileDistortionPass.h"
#include "VisualizeTexturePresent.h"
#include "RendererModule.h"
#include "EngineModule.h"
#include "GPUScene.h"
#include "Materials/MaterialRenderProxy.h"
#include "MaterialSceneTextureId.h"
#include "SkyAtmosphereRendering.h"
#include "VisualizeTexture.h"
#include "VT/VirtualTextureFeedbackResource.h"
#include "VT/VirtualTextureSystem.h"
#include "GPUSortManager.h"
#include "MobileBasePassRendering.h"
#include "MobileDeferredShadingPass.h"
#include "PlanarReflectionSceneProxy.h"
#include "InstanceCulling/InstanceCullingManager.h"
#include "InstanceCulling/InstanceCullingOcclusionQuery.h"
#include "SceneOcclusion.h"
#include "VariableRateShadingImageManager.h"
#include "SceneTextureReductions.h"
#include "GPUMessaging.h"
#include "Substrate/Substrate.h"
#include "RenderCore.h"
#include "RectLightTextureManager.h"
#include "IESTextureManager.h"
#include "SceneUniformBuffer.h"
#include "Engine/SpecularProfile.h"
#include "LocalFogVolumeRendering.h"
#include "SceneCaptureRendering.h"
#include "WaterInfoTextureRendering.h"
#include "Rendering/CustomRenderPass.h"
#include "GenerateMips.h"
#include "MobileSSR.h"
#include "ViewData.h"
#include "DistanceFieldAmbientOcclusion.h"
#include "DistanceFieldLightingShared.h"
#include "DepthCopy.h"
#include "SingleLayerWaterRendering.h"
#include "PostProcess/PostProcessCompositeDebugPrimitives.h"

Classes

struct  FMobileCustomDepthStencilUsage
 
struct  FRenderViewContext
 
class  FMobileDirLightShaderParamsRenderResource
 
class  FMobileDeferredCopyPLSPS
 
class  FMobileDeferredCopyDepthPS
 
class  FPreTonemapMSAA_Mobile
 

Typedefs

using FRenderViewContextArray = TArray< FRenderViewContext, TInlineAllocator< 2, SceneRenderingAllocator > >
 

Functions

 CSV_DECLARE_CATEGORY_EXTERN (LightCount)
 
uint32 GetShadowQuality ()
 
 DECLARE_GPU_STAT_NAMED (MobileSceneRender, TEXT("Mobile Scene Render"))
 
bool IsMobileEyeAdaptationEnabled (const FViewInfo &View)
 
TUniformBufferRef< FMobileDirectionalLightShaderParameters > & GetNullMobileDirectionalLightShaderParameters ()
 
 IMPLEMENT_SHADER_TYPE (, FMobileDeferredCopyPLSPS, TEXT("/Engine/Private/MobileDeferredUtils.usf"), TEXT("MobileDeferredCopyPLSPS"), SF_Pixel)
 
 IMPLEMENT_SHADER_TYPE (, FMobileDeferredCopyDepthPS, TEXT("/Engine/Private/MobileDeferredUtils.usf"), TEXT("MobileDeferredCopyDepthPS"), SF_Pixel)
 
template<class T >
void MobileDeferredCopyBuffer (FRHICommandList &RHICmdList, const FViewInfo &View)
 
 IMPLEMENT_SHADER_TYPE (, FPreTonemapMSAA_Mobile, TEXT("/Engine/Private/PostProcessMobile.usf"), TEXT("PreTonemapMSAA_Mobile"), SF_Pixel)
 

Variables

TAutoConsoleVariable< int32GAdrenoOcclusionUseFDM (TEXT("r.AdrenoOcclusionUseFDM"), 0, TEXT("Use FDM with adreno occlusion mode"), ECVF_RenderThreadSafe)
 

Typedef Documentation

◆ FRenderViewContextArray

Function Documentation

◆ CSV_DECLARE_CATEGORY_EXTERN()

CSV_DECLARE_CATEGORY_EXTERN ( LightCount  )

◆ DECLARE_GPU_STAT_NAMED()

DECLARE_GPU_STAT_NAMED ( MobileSceneRender  ,
TEXT("Mobile Scene Render"  
)

◆ GetNullMobileDirectionalLightShaderParameters()

TUniformBufferRef< FMobileDirectionalLightShaderParameters > & GetNullMobileDirectionalLightShaderParameters ( )

◆ GetShadowQuality()

uint32 GetShadowQuality ( )

Uniform buffer for rendering deferred lights.

◆ IMPLEMENT_SHADER_TYPE() [1/3]

IMPLEMENT_SHADER_TYPE ( FMobileDeferredCopyDepthPS  ,
TEXT("/Engine/Private/MobileDeferredUtils.usf" ,
TEXT("MobileDeferredCopyDepthPS")  ,
SF_Pixel   
)

◆ IMPLEMENT_SHADER_TYPE() [2/3]

IMPLEMENT_SHADER_TYPE ( FMobileDeferredCopyPLSPS  ,
TEXT("/Engine/Private/MobileDeferredUtils.usf" ,
TEXT("MobileDeferredCopyPLSPS")  ,
SF_Pixel   
)

◆ IMPLEMENT_SHADER_TYPE() [3/3]

IMPLEMENT_SHADER_TYPE ( FPreTonemapMSAA_Mobile  ,
TEXT("/Engine/Private/PostProcessMobile.usf" ,
TEXT("PreTonemapMSAA_Mobile")  ,
SF_Pixel   
)

◆ IsMobileEyeAdaptationEnabled()

bool IsMobileEyeAdaptationEnabled ( const FViewInfo View)
extern

◆ MobileDeferredCopyBuffer()

template<class T >
void MobileDeferredCopyBuffer ( FRHICommandList RHICmdList,
const FViewInfo View 
)

Variable Documentation

◆ GAdrenoOcclusionUseFDM

TAutoConsoleVariable< int32 > GAdrenoOcclusionUseFDM(TEXT("r.AdrenoOcclusionUseFDM"), 0, TEXT("Use FDM with adreno occlusion mode"), ECVF_RenderThreadSafe) ( TEXT("r.AdrenoOcclusionUseFDM")  ,
,
TEXT("Use FDM with adreno occlusion mode" ,
ECVF_RenderThreadSafe   
)