UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
RenderCore.cpp File Reference
#include "RenderCore.h"
#include "DynamicRHI.h"
#include "HAL/IConsoleManager.h"
#include "Misc/CommandLine.h"
#include "Modules/ModuleManager.h"
#include "HDRHelper.h"
#include "RHI.h"
#include "RenderTimer.h"
#include "RenderCounters.h"
#include "RenderingThread.h"
#include "RendererInterface.h"

Classes

class  FRenderCoreModule
 
struct  FHDRMetaData
 
struct  TsPoint
 
struct  TsParams
 

Macros

#define EXPOSE_FORCE_LOD   !(UE_BUILD_SHIPPING || UE_BUILD_TEST) || WITH_EDITOR
 

Functions

void UpdateShaderDevelopmentMode ()
 
void InitRenderGraph ()
 
void ShutdownRenderGraph ()
 
 IMPLEMENT_MODULE (FRenderCoreModule, RenderCore)
 
 DEFINE_LOG_CATEGORY (LogRendererCore)
 
 DEFINE_STAT (STAT_RenderVelocities)
 
 DEFINE_STAT (STAT_FinishRenderViewTargetTime)
 
 DEFINE_STAT (STAT_CacheUniformExpressions)
 
 DEFINE_STAT (STAT_TranslucencyDrawTime)
 
 DEFINE_STAT (STAT_BeginOcclusionTestsTime)
 
 DEFINE_STAT (STAT_ProjectedShadowDrawTime)
 
 DEFINE_STAT (STAT_LightingDrawTime)
 
 DEFINE_STAT (STAT_DynamicPrimitiveDrawTime)
 
 DEFINE_STAT (STAT_StaticDrawListDrawTime)
 
 DEFINE_STAT (STAT_BasePassDrawTime)
 
 DEFINE_STAT (STAT_AnisotropyPassDrawTime)
 
 DEFINE_STAT (STAT_DepthDrawTime)
 
 DEFINE_STAT (STAT_WaterPassDrawTime)
 
 DEFINE_STAT (STAT_DynamicShadowSetupTime)
 
 DEFINE_STAT (STAT_RenderQueryResultTime)
 
 DEFINE_STAT (STAT_InitViewsTime)
 
 DEFINE_STAT (STAT_RayTracing_FinishGatherInstances)
 
 DEFINE_STAT (STAT_InitViewsPossiblyAfterPrepass)
 
 DEFINE_STAT (STAT_TotalSceneRenderingTime)
 
 DEFINE_STAT (STAT_TotalGPUFrameTime)
 
 DEFINE_STAT (STAT_PresentTime)
 
 DEFINE_STAT (STAT_SceneLights)
 
 DEFINE_STAT (STAT_MeshDrawCalls)
 
 DEFINE_STAT (STAT_SceneDecals)
 
 DEFINE_STAT (STAT_Decals)
 
 DEFINE_STAT (STAT_DecalsDrawTime)
 
 DEFINE_STAT (STAT_PrimitiveInfoMemory)
 
 DEFINE_STAT (STAT_RenderingSceneMemory)
 
 DEFINE_STAT (STAT_ViewStateMemory)
 
 DEFINE_STAT (STAT_LightInteractionMemory)
 
 DEFINE_STAT (STAT_GatherShadowPrimitivesTime)
 
 DEFINE_STAT (STAT_BuildCSMVisibilityState)
 
 DEFINE_STAT (STAT_UpdateIndirectLightingCache)
 
 DEFINE_STAT (STAT_UpdateIndirectLightingCachePrims)
 
 DEFINE_STAT (STAT_UpdateIndirectLightingCacheBlocks)
 
 DEFINE_STAT (STAT_InterpolateVolumetricLightmapOnCPU)
 
 DEFINE_STAT (STAT_UpdateIndirectLightingCacheTransitions)
 
 DEFINE_STAT (STAT_UpdateIndirectLightingCacheFinalize)
 
 DEFINE_STAT (STAT_SortStaticDrawLists)
 
 DEFINE_STAT (STAT_InitDynamicShadowsTime)
 
 DEFINE_STAT (STAT_InitProjectedShadowVisibility)
 
 DEFINE_STAT (STAT_UpdatePreshadowCache)
 
 DEFINE_STAT (STAT_CreateWholeSceneProjectedShadow)
 
 DEFINE_STAT (STAT_AddViewDependentWholeSceneShadowsForView)
 
 DEFINE_STAT (STAT_SetupInteractionShadows)
 
 DEFINE_STAT (STAT_GetDynamicMeshElements)
 
 DEFINE_STAT (STAT_SetupMeshPass)
 
 DEFINE_STAT (STAT_UpdateStaticMeshesTime)
 
 DEFINE_STAT (STAT_StaticRelevance)
 
 DEFINE_STAT (STAT_ViewRelevance)
 
 DEFINE_STAT (STAT_ComputeViewRelevance)
 
 DEFINE_STAT (STAT_OcclusionCull)
 
 DEFINE_STAT (STAT_UpdatePrimitiveFading)
 
 DEFINE_STAT (STAT_UpdateAlwaysVisible)
 
 DEFINE_STAT (STAT_DecompressPrecomputedOcclusion)
 
 DEFINE_STAT (STAT_ViewVisibilityTime)
 
 DEFINE_STAT (STAT_RayTracingTotalInstances)
 
 DEFINE_STAT (STAT_RayTracingActiveInstances)
 
 DEFINE_STAT (STAT_ProcessedPrimitives)
 
 DEFINE_STAT (STAT_CulledPrimitives)
 
 DEFINE_STAT (STAT_VisibleRayTracingPrimitives)
 
 DEFINE_STAT (STAT_StaticallyOccludedPrimitives)
 
 DEFINE_STAT (STAT_OccludedPrimitives)
 
 DEFINE_STAT (STAT_OcclusionQueries)
 
 DEFINE_STAT (STAT_VisibleStaticMeshElements)
 
 DEFINE_STAT (STAT_VisibleDynamicPrimitives)
 
 DEFINE_STAT (STAT_IndirectLightingCacheUpdates)
 
 DEFINE_STAT (STAT_PrecomputedLightingBufferUpdates)
 
 DEFINE_STAT (STAT_CSMSubjects)
 
 DEFINE_STAT (STAT_CSMStaticMeshReceivers)
 
 DEFINE_STAT (STAT_CSMStaticPrimitiveReceivers)
 
 DEFINE_STAT (STAT_CreateRayTracingPipeline)
 
 DEFINE_STAT (STAT_CreateLumenRayTracingPipeline)
 
 DEFINE_STAT (STAT_RenderWholeSceneShadowProjectionsTime)
 
 DEFINE_STAT (STAT_RenderWholeSceneShadowDepthsTime)
 
 DEFINE_STAT (STAT_RenderPerObjectShadowProjectionsTime)
 
 DEFINE_STAT (STAT_RenderPerObjectShadowDepthsTime)
 
 DEFINE_STAT (STAT_WholeSceneShadows)
 
 DEFINE_STAT (STAT_CachedWholeSceneShadows)
 
 DEFINE_STAT (STAT_PerObjectShadows)
 
 DEFINE_STAT (STAT_PreShadows)
 
 DEFINE_STAT (STAT_CachedPreShadows)
 
 DEFINE_STAT (STAT_ShadowDynamicPathDrawCalls)
 
 DEFINE_STAT (STAT_TranslucentInjectTime)
 
 DEFINE_STAT (STAT_DirectLightRenderingTime)
 
 DEFINE_STAT (STAT_LightRendering)
 
 DEFINE_STAT (STAT_NumShadowedLights)
 
 DEFINE_STAT (STAT_NumLightFunctionOnlyLights)
 
 DEFINE_STAT (STAT_NumBatchedLights)
 
 DEFINE_STAT (STAT_NumLightsInjectedIntoTranslucency)
 
 DEFINE_STAT (STAT_NumLightsInjectedIntoTranslucencyBatched)
 
 DEFINE_STAT (STAT_NumLightsUsingStandardDeferred)
 
 DEFINE_STAT (STAT_LightShaftsLights)
 
 DEFINE_STAT (STAT_ParticleUpdateRTTime)
 
 DEFINE_STAT (STAT_InfluenceWeightsUpdateRTTime)
 
 DEFINE_STAT (STAT_GPUSkinUpdateRTTime)
 
 DEFINE_STAT (STAT_CPUSkinUpdateRTTime)
 
 DEFINE_STAT (STAT_UpdateGPUSceneTime)
 
 DEFINE_STAT (STAT_RemoveSceneLightTime)
 
 DEFINE_STAT (STAT_UpdateSceneLightTime)
 
 DEFINE_STAT (STAT_AddSceneLightTime)
 
 DEFINE_STAT (STAT_RemoveScenePrimitiveTime)
 
 DEFINE_STAT (STAT_AddScenePrimitiveRenderThreadTime)
 
 DEFINE_STAT (STAT_UpdateScenePrimitiveRenderThreadTime)
 
 DEFINE_STAT (STAT_UpdatePrimitiveTransformRenderThreadTime)
 
 DEFINE_STAT (STAT_UpdatePrimitiveInstanceRenderThreadTime)
 
 DEFINE_STAT (STAT_RemoveScenePrimitiveGT)
 
 DEFINE_STAT (STAT_AddScenePrimitiveGT)
 
 DEFINE_STAT (STAT_UpdatePrimitiveTransformGT)
 
 DEFINE_STAT (STAT_UpdatePrimitiveInstanceGT)
 
 DEFINE_STAT (STAT_UpdatePrimitiveInstanceFromComputeGT)
 
 DEFINE_STAT (STAT_Scene_SetShaderMapsOnMaterialResources_RT)
 
 DEFINE_STAT (STAT_Scene_UpdateStaticDrawLists_RT)
 
 DEFINE_STAT (STAT_Scene_UpdateStaticDrawListsForMaterials_RT)
 
 DEFINE_STAT (STAT_GameToRendererMallocTotal)
 
 DEFINE_STAT (STAT_NumReflectiveShadowMapLights)
 
 DEFINE_STAT (STAT_ShadowmapAtlasMemory)
 
 DEFINE_STAT (STAT_CachedShadowmapMemory)
 
 DEFINE_STAT (STAT_RenderTargetPoolSize)
 
 DEFINE_STAT (STAT_RenderTargetPoolUsed)
 
 DEFINE_STAT (STAT_RenderTargetPoolCount)
 
void TickPixelRenderCounters ()
 
RENDERCORE_API int32 GetCVarForceLOD ()
 
RENDERCORE_API int32 GetCVarForceLOD_AnyThread ()
 
RENDERCORE_API int32 GetCVarForceLODShadow ()
 
RENDERCORE_API int32 GetCVarForceLODShadow_AnyThread ()
 
RENDERCORE_API void SetNearClipPlaneGlobals (float NewNearClipPlane)
 
RENDERCORE_API bool IsHDREnabled ()
 
RENDERCORE_API bool IsHDRAllowed ()
 
RENDERCORE_API bool IsDefaultBackBufferLinearSDR ()
 
RENDERCORE_API EDisplayOutputFormat HDRGetDefaultDisplayOutputFormat ()
 
RENDERCORE_API EDisplayColorGamut HDRGetDefaultDisplayColorGamut ()
 
FHDRMetaData HDRGetDefaultMetaData ()
 
int32 WindowDisplayIntersectionArea (FIntRect WindowRect, FIntRect DisplayRect)
 
RENDERCORE_API void HDRAddCustomMetaData (void *OSWindow, EDisplayOutputFormat DisplayOutputFormat, EDisplayColorGamut DisplayColorGamut, bool bHDREnabled)
 
RENDERCORE_API void HDRRemoveCustomMetaData (void *OSWindow)
 
bool HdrHasWindowParamsFromCVars (void *OSWindow, FHDRMetaData &HDRMetaData)
 
RENDERCORE_API void HDRGetMetaData (EDisplayOutputFormat &OutDisplayOutputFormat, EDisplayColorGamut &OutDisplayColorGamut, bool &OutbHDRSupported, const FVector2D &WindowTopLeft, const FVector2D &WindowBottomRight, void *OSWindow)
 
RENDERCORE_API float HDRGetDisplayMaximumLuminance ()
 
RENDERCORE_API FACESTonemapParams HDRGetACESTonemapParams ()
 
void ConfigureACESTonemapParams (FACESTonemapParams &OutTsParams, float MinLuminance, float MidLuminance, float MaxLuminance)
 
RENDERCORE_API void HDRConfigureCVars (bool bIsHDREnabled, uint32 DisplayNits, bool bFromGameSettings)
 
RENDERCORE_API FMatrix44f GamutToXYZMatrix (EDisplayColorGamut ColorGamut)
 
RENDERCORE_API FMatrix44f XYZToGamutMatrix (EDisplayColorGamut ColorGamut)
 
float interpolate1D (const FVector2f table[2], float value)
 
float lookup_ACESmin (float minLum)
 

 
float lookup_ACESmax (float maxLum)
 
void init_coefsLow (const TsPoint &TsPointLow, const TsPoint &TsPointMid, float coefsLow[5])
 
void init_coefsHigh (const TsPoint &TsPointMid, const TsPoint &TsPointMax, float coefsHigh[5])
 
float shift (float inValue, float expShift)
 
TsParams init_TsParams (float minLum, float maxLum, float expShift=0)
 
FVector3f ApplyM1Matrix (const FVector3f &cf)
 
float inv_ssts (const float y, const TsParams C)
 
RENDERCORE_API void ConvertPixelDataToSCRGB (TArray< FLinearColor > &InOutRawPixels, EDisplayOutputFormat Pixelformat)
 

Variables

bool GPauseRenderingRealtimeClock
 
FRenderTimer GRenderingRealtimeClock
 
FInputLatencyTimer GInputLatencyTimer (2.0f)
 
FPixelRenderCounters GPixelRenderCounters
 
TAutoConsoleVariable< int32CVarAllowHDR (TEXT("r.AllowHDR"), 0, TEXT("1: Allow HDR, if supported by the platform and display \n"), ECVF_ReadOnly)
 
TAutoConsoleVariable< int32CVarDisplayColorGamut (TEXT("r.HDR.Display.ColorGamut"), 0, TEXT("4: ACEScg, D60\n"), ECVF_Scalability|ECVF_RenderThreadSafe)
 
TAutoConsoleVariable< int32CVarDisplayOutputDevice (TEXT("r.HDR.Display.OutputDevice"), 0, TEXT("3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n") TEXT("4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n") TEXT("9: Linear final color with tone curve\n"), ECVF_Scalability|ECVF_RenderThreadSafe)
 
TAutoConsoleVariable< int32CVarHDROutputEnabled (TEXT("r.HDR.EnableHDROutput"), 0, TEXT("1: Enable hardware-specific implementation\n"), ECVF_RenderThreadSafe)
 
TMap< void *, FHDRMetaDataGWindowsWithDefaultParams
 
FCriticalSection GWindowsWithDefaultParamsCS
 

Macro Definition Documentation

◆ EXPOSE_FORCE_LOD

#define EXPOSE_FORCE_LOD   !(UE_BUILD_SHIPPING || UE_BUILD_TEST) || WITH_EDITOR

Function Documentation

◆ ApplyM1Matrix()

FVector3f ApplyM1Matrix ( const FVector3f cf)

◆ ConfigureACESTonemapParams()

void ConfigureACESTonemapParams ( FACESTonemapParams OutTsParams,
float  MinLuminance,
float  MidLuminance,
float  MaxLuminance 
)

◆ ConvertPixelDataToSCRGB()

RENDERCORE_API void ConvertPixelDataToSCRGB ( TArray< FLinearColor > &  InOutRawPixels,
EDisplayOutputFormat  Pixelformat 
)

◆ DEFINE_LOG_CATEGORY()

DEFINE_LOG_CATEGORY ( LogRendererCore  )

◆ DEFINE_STAT() [1/121]

DEFINE_STAT ( STAT_AddSceneLightTime  )

◆ DEFINE_STAT() [2/121]

DEFINE_STAT ( STAT_AddScenePrimitiveGT  )

◆ DEFINE_STAT() [3/121]

◆ DEFINE_STAT() [4/121]

◆ DEFINE_STAT() [5/121]

DEFINE_STAT ( STAT_AnisotropyPassDrawTime  )

◆ DEFINE_STAT() [6/121]

DEFINE_STAT ( STAT_BasePassDrawTime  )

◆ DEFINE_STAT() [7/121]

DEFINE_STAT ( STAT_BeginOcclusionTestsTime  )

◆ DEFINE_STAT() [8/121]

DEFINE_STAT ( STAT_BuildCSMVisibilityState  )

◆ DEFINE_STAT() [9/121]

DEFINE_STAT ( STAT_CachedPreShadows  )

◆ DEFINE_STAT() [10/121]

DEFINE_STAT ( STAT_CachedShadowmapMemory  )

◆ DEFINE_STAT() [11/121]

DEFINE_STAT ( STAT_CachedWholeSceneShadows  )

◆ DEFINE_STAT() [12/121]

DEFINE_STAT ( STAT_CacheUniformExpressions  )

◆ DEFINE_STAT() [13/121]

DEFINE_STAT ( STAT_ComputeViewRelevance  )

◆ DEFINE_STAT() [14/121]

DEFINE_STAT ( STAT_CPUSkinUpdateRTTime  )

◆ DEFINE_STAT() [15/121]

◆ DEFINE_STAT() [16/121]

DEFINE_STAT ( STAT_CreateRayTracingPipeline  )

◆ DEFINE_STAT() [17/121]

◆ DEFINE_STAT() [18/121]

DEFINE_STAT ( STAT_CSMStaticMeshReceivers  )

◆ DEFINE_STAT() [19/121]

◆ DEFINE_STAT() [20/121]

DEFINE_STAT ( STAT_CSMSubjects  )

◆ DEFINE_STAT() [21/121]

DEFINE_STAT ( STAT_CulledPrimitives  )

◆ DEFINE_STAT() [22/121]

DEFINE_STAT ( STAT_Decals  )

◆ DEFINE_STAT() [23/121]

DEFINE_STAT ( STAT_DecalsDrawTime  )

◆ DEFINE_STAT() [24/121]

◆ DEFINE_STAT() [25/121]

DEFINE_STAT ( STAT_DepthDrawTime  )

◆ DEFINE_STAT() [26/121]

DEFINE_STAT ( STAT_DirectLightRenderingTime  )

◆ DEFINE_STAT() [27/121]

DEFINE_STAT ( STAT_DynamicPrimitiveDrawTime  )

◆ DEFINE_STAT() [28/121]

DEFINE_STAT ( STAT_DynamicShadowSetupTime  )

◆ DEFINE_STAT() [29/121]

◆ DEFINE_STAT() [30/121]

DEFINE_STAT ( STAT_GameToRendererMallocTotal  )

◆ DEFINE_STAT() [31/121]

◆ DEFINE_STAT() [32/121]

DEFINE_STAT ( STAT_GetDynamicMeshElements  )

◆ DEFINE_STAT() [33/121]

DEFINE_STAT ( STAT_GPUSkinUpdateRTTime  )

◆ DEFINE_STAT() [34/121]

◆ DEFINE_STAT() [35/121]

◆ DEFINE_STAT() [36/121]

DEFINE_STAT ( STAT_InitDynamicShadowsTime  )

◆ DEFINE_STAT() [37/121]

◆ DEFINE_STAT() [38/121]

◆ DEFINE_STAT() [39/121]

DEFINE_STAT ( STAT_InitViewsTime  )

◆ DEFINE_STAT() [40/121]

◆ DEFINE_STAT() [41/121]

DEFINE_STAT ( STAT_LightingDrawTime  )

◆ DEFINE_STAT() [42/121]

DEFINE_STAT ( STAT_LightInteractionMemory  )

◆ DEFINE_STAT() [43/121]

DEFINE_STAT ( STAT_LightRendering  )

◆ DEFINE_STAT() [44/121]

DEFINE_STAT ( STAT_LightShaftsLights  )

◆ DEFINE_STAT() [45/121]

DEFINE_STAT ( STAT_MeshDrawCalls  )

◆ DEFINE_STAT() [46/121]

DEFINE_STAT ( STAT_NumBatchedLights  )

◆ DEFINE_STAT() [47/121]

◆ DEFINE_STAT() [48/121]

◆ DEFINE_STAT() [49/121]

◆ DEFINE_STAT() [50/121]

◆ DEFINE_STAT() [51/121]

◆ DEFINE_STAT() [52/121]

DEFINE_STAT ( STAT_NumShadowedLights  )

◆ DEFINE_STAT() [53/121]

DEFINE_STAT ( STAT_OccludedPrimitives  )

◆ DEFINE_STAT() [54/121]

DEFINE_STAT ( STAT_OcclusionCull  )

◆ DEFINE_STAT() [55/121]

DEFINE_STAT ( STAT_OcclusionQueries  )

◆ DEFINE_STAT() [56/121]

DEFINE_STAT ( STAT_ParticleUpdateRTTime  )

◆ DEFINE_STAT() [57/121]

DEFINE_STAT ( STAT_PerObjectShadows  )

◆ DEFINE_STAT() [58/121]

◆ DEFINE_STAT() [59/121]

DEFINE_STAT ( STAT_PresentTime  )

◆ DEFINE_STAT() [60/121]

DEFINE_STAT ( STAT_PreShadows  )

◆ DEFINE_STAT() [61/121]

DEFINE_STAT ( STAT_PrimitiveInfoMemory  )

◆ DEFINE_STAT() [62/121]

DEFINE_STAT ( STAT_ProcessedPrimitives  )

◆ DEFINE_STAT() [63/121]

DEFINE_STAT ( STAT_ProjectedShadowDrawTime  )

◆ DEFINE_STAT() [64/121]

◆ DEFINE_STAT() [65/121]

DEFINE_STAT ( STAT_RayTracingActiveInstances  )

◆ DEFINE_STAT() [66/121]

DEFINE_STAT ( STAT_RayTracingTotalInstances  )

◆ DEFINE_STAT() [67/121]

DEFINE_STAT ( STAT_RemoveSceneLightTime  )

◆ DEFINE_STAT() [68/121]

DEFINE_STAT ( STAT_RemoveScenePrimitiveGT  )

◆ DEFINE_STAT() [69/121]

DEFINE_STAT ( STAT_RemoveScenePrimitiveTime  )

◆ DEFINE_STAT() [70/121]

DEFINE_STAT ( STAT_RenderingSceneMemory  )

◆ DEFINE_STAT() [71/121]

◆ DEFINE_STAT() [72/121]

◆ DEFINE_STAT() [73/121]

DEFINE_STAT ( STAT_RenderQueryResultTime  )

◆ DEFINE_STAT() [74/121]

DEFINE_STAT ( STAT_RenderTargetPoolCount  )

◆ DEFINE_STAT() [75/121]

DEFINE_STAT ( STAT_RenderTargetPoolSize  )

◆ DEFINE_STAT() [76/121]

DEFINE_STAT ( STAT_RenderTargetPoolUsed  )

◆ DEFINE_STAT() [77/121]

DEFINE_STAT ( STAT_RenderVelocities  )

◆ DEFINE_STAT() [78/121]

◆ DEFINE_STAT() [79/121]

◆ DEFINE_STAT() [80/121]

◆ DEFINE_STAT() [81/121]

◆ DEFINE_STAT() [82/121]

◆ DEFINE_STAT() [83/121]

DEFINE_STAT ( STAT_SceneDecals  )

◆ DEFINE_STAT() [84/121]

DEFINE_STAT ( STAT_SceneLights  )

◆ DEFINE_STAT() [85/121]

DEFINE_STAT ( STAT_SetupInteractionShadows  )

◆ DEFINE_STAT() [86/121]

DEFINE_STAT ( STAT_SetupMeshPass  )

◆ DEFINE_STAT() [87/121]

◆ DEFINE_STAT() [88/121]

DEFINE_STAT ( STAT_ShadowmapAtlasMemory  )

◆ DEFINE_STAT() [89/121]

DEFINE_STAT ( STAT_SortStaticDrawLists  )

◆ DEFINE_STAT() [90/121]

◆ DEFINE_STAT() [91/121]

DEFINE_STAT ( STAT_StaticDrawListDrawTime  )

◆ DEFINE_STAT() [92/121]

DEFINE_STAT ( STAT_StaticRelevance  )

◆ DEFINE_STAT() [93/121]

DEFINE_STAT ( STAT_TotalGPUFrameTime  )

◆ DEFINE_STAT() [94/121]

DEFINE_STAT ( STAT_TotalSceneRenderingTime  )

◆ DEFINE_STAT() [95/121]

DEFINE_STAT ( STAT_TranslucencyDrawTime  )

◆ DEFINE_STAT() [96/121]

DEFINE_STAT ( STAT_TranslucentInjectTime  )

◆ DEFINE_STAT() [97/121]

DEFINE_STAT ( STAT_UpdateAlwaysVisible  )

◆ DEFINE_STAT() [98/121]

DEFINE_STAT ( STAT_UpdateGPUSceneTime  )

◆ DEFINE_STAT() [99/121]

◆ DEFINE_STAT() [100/121]

◆ DEFINE_STAT() [101/121]

◆ DEFINE_STAT() [102/121]

◆ DEFINE_STAT() [103/121]

◆ DEFINE_STAT() [104/121]

DEFINE_STAT ( STAT_UpdatePreshadowCache  )

◆ DEFINE_STAT() [105/121]

DEFINE_STAT ( STAT_UpdatePrimitiveFading  )

◆ DEFINE_STAT() [106/121]

◆ DEFINE_STAT() [107/121]

DEFINE_STAT ( STAT_UpdatePrimitiveInstanceGT  )

◆ DEFINE_STAT() [108/121]

◆ DEFINE_STAT() [109/121]

◆ DEFINE_STAT() [110/121]

◆ DEFINE_STAT() [111/121]

DEFINE_STAT ( STAT_UpdateSceneLightTime  )

◆ DEFINE_STAT() [112/121]

◆ DEFINE_STAT() [113/121]

DEFINE_STAT ( STAT_UpdateStaticMeshesTime  )

◆ DEFINE_STAT() [114/121]

DEFINE_STAT ( STAT_ViewRelevance  )

◆ DEFINE_STAT() [115/121]

DEFINE_STAT ( STAT_ViewStateMemory  )

◆ DEFINE_STAT() [116/121]

DEFINE_STAT ( STAT_ViewVisibilityTime  )

◆ DEFINE_STAT() [117/121]

DEFINE_STAT ( STAT_VisibleDynamicPrimitives  )

◆ DEFINE_STAT() [118/121]

◆ DEFINE_STAT() [119/121]

DEFINE_STAT ( STAT_VisibleStaticMeshElements  )

◆ DEFINE_STAT() [120/121]

DEFINE_STAT ( STAT_WaterPassDrawTime  )

◆ DEFINE_STAT() [121/121]

DEFINE_STAT ( STAT_WholeSceneShadows  )

◆ GamutToXYZMatrix()

RENDERCORE_API FMatrix44f GamutToXYZMatrix ( EDisplayColorGamut  ColorGamut)

◆ GetCVarForceLOD()

RENDERCORE_API int32 GetCVarForceLOD ( )

◆ GetCVarForceLOD_AnyThread()

RENDERCORE_API int32 GetCVarForceLOD_AnyThread ( )

◆ GetCVarForceLODShadow()

RENDERCORE_API int32 GetCVarForceLODShadow ( )

◆ GetCVarForceLODShadow_AnyThread()

RENDERCORE_API int32 GetCVarForceLODShadow_AnyThread ( )

◆ HDRAddCustomMetaData()

RENDERCORE_API void HDRAddCustomMetaData ( void OSWindow,
EDisplayOutputFormat  DisplayOutputFormat,
EDisplayColorGamut  DisplayColorGamut,
bool  bHDREnabled 
)

◆ HDRConfigureCVars()

RENDERCORE_API void HDRConfigureCVars ( bool  bIsHDREnabled,
uint32  DisplayNits,
bool  bFromGameSettings 
)

◆ HDRGetACESTonemapParams()

RENDERCORE_API FACESTonemapParams HDRGetACESTonemapParams ( )

◆ HDRGetDefaultDisplayColorGamut()

RENDERCORE_API EDisplayColorGamut HDRGetDefaultDisplayColorGamut ( )

◆ HDRGetDefaultDisplayOutputFormat()

RENDERCORE_API EDisplayOutputFormat HDRGetDefaultDisplayOutputFormat ( )

◆ HDRGetDefaultMetaData()

FHDRMetaData HDRGetDefaultMetaData ( )
inline

◆ HDRGetDisplayMaximumLuminance()

RENDERCORE_API float HDRGetDisplayMaximumLuminance ( )

◆ HDRGetMetaData()

RENDERCORE_API void HDRGetMetaData ( EDisplayOutputFormat OutDisplayOutputFormat,
EDisplayColorGamut OutDisplayColorGamut,
bool OutbHDRSupported,
const FVector2D WindowTopLeft,
const FVector2D WindowBottomRight,
void OSWindow 
)

◆ HdrHasWindowParamsFromCVars()

bool HdrHasWindowParamsFromCVars ( void OSWindow,
FHDRMetaData HDRMetaData 
)

◆ HDRRemoveCustomMetaData()

RENDERCORE_API void HDRRemoveCustomMetaData ( void OSWindow)

◆ IMPLEMENT_MODULE()

IMPLEMENT_MODULE ( FRenderCoreModule  ,
RenderCore   
)

◆ init_coefsHigh()

void init_coefsHigh ( const TsPoint TsPointMid,
const TsPoint TsPointMax,
float  coefsHigh[5] 
)

◆ init_coefsLow()

void init_coefsLow ( const TsPoint TsPointLow,
const TsPoint TsPointMid,
float  coefsLow[5] 
)

◆ init_TsParams()

TsParams init_TsParams ( float  minLum,
float  maxLum,
float  expShift = 0 
)

◆ InitRenderGraph()

void InitRenderGraph ( )

◆ interpolate1D()

float interpolate1D ( const FVector2f  table[2],
float  value 
)
  • TODO: check if valid

◆ inv_ssts()

float inv_ssts ( const float  y,
const TsParams  C 
)

+warning: redefinition of 'i'

  • warning: redefinition of 'i'

◆ IsDefaultBackBufferLinearSDR()

RENDERCORE_API bool IsDefaultBackBufferLinearSDR ( )

◆ IsHDRAllowed()

RENDERCORE_API bool IsHDRAllowed ( )

◆ IsHDREnabled()

RENDERCORE_API bool IsHDREnabled ( )

◆ lookup_ACESmax()

float lookup_ACESmax ( float  maxLum)

◆ lookup_ACESmin()

float lookup_ACESmin ( float  minLum)

◆ SetNearClipPlaneGlobals()

RENDERCORE_API void SetNearClipPlaneGlobals ( float  NewNearClipPlane)

◆ shift()

float shift ( float  inValue,
float  expShift 
)

◆ ShutdownRenderGraph()

void ShutdownRenderGraph ( )

◆ TickPixelRenderCounters()

void TickPixelRenderCounters ( )

◆ UpdateShaderDevelopmentMode()

void UpdateShaderDevelopmentMode ( )

◆ WindowDisplayIntersectionArea()

int32 WindowDisplayIntersectionArea ( FIntRect  WindowRect,
FIntRect  DisplayRect 
)
inline

◆ XYZToGamutMatrix()

RENDERCORE_API FMatrix44f XYZToGamutMatrix ( EDisplayColorGamut  ColorGamut)

Variable Documentation

◆ CVarAllowHDR

TAutoConsoleVariable< int32 > CVarAllowHDR(TEXT("r.AllowHDR"), 0, TEXT("1: Allow HDR, if supported by the platform and display \n"), ECVF_ReadOnly) ( TEXT("r.AllowHDR")  ,
,
TEXT("1: Allow HDR, if supported by the platform and display \n" ,
ECVF_ReadOnly   
)

◆ CVarDisplayColorGamut

TAutoConsoleVariable< int32 > CVarDisplayColorGamut(TEXT("r.HDR.Display.ColorGamut"), 0, TEXT("4: ACEScg, D60\n"), ECVF_Scalability|ECVF_RenderThreadSafe) ( TEXT("r.HDR.Display.ColorGamut")  ,
,
TEXT("4: ACEScg, D60\n" ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarDisplayOutputDevice

TAutoConsoleVariable< int32 > CVarDisplayOutputDevice(TEXT("r.HDR.Display.OutputDevice"), 0, TEXT("3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n") TEXT("4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n") TEXT("9: Linear final color with tone curve\n"), ECVF_Scalability|ECVF_RenderThreadSafe) ( TEXT("r.HDR.Display.OutputDevice")  ,
,
TEXT("3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n") TEXT("4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n") TEXT("9: Linear final color with tone curve\n" ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarHDROutputEnabled

TAutoConsoleVariable< int32 > CVarHDROutputEnabled(TEXT("r.HDR.EnableHDROutput"), 0, TEXT("1: Enable hardware-specific implementation\n"), ECVF_RenderThreadSafe) ( TEXT("r.HDR.EnableHDROutput")  ,
,
TEXT("1: Enable hardware-specific implementation\n" ,
ECVF_RenderThreadSafe   
)

◆ GInputLatencyTimer

FInputLatencyTimer GInputLatencyTimer(2.0f) ( 2.  0f)

◆ GPauseRenderingRealtimeClock

bool GPauseRenderingRealtimeClock

Whether to pause the global realtime clock for the rendering thread (read and write only on main thread).

◆ GPixelRenderCounters

FPixelRenderCounters GPixelRenderCounters

◆ GRenderingRealtimeClock

FRenderTimer GRenderingRealtimeClock

Global realtime clock for the rendering thread.

◆ GWindowsWithDefaultParams

TMap<void*, FHDRMetaData> GWindowsWithDefaultParams

◆ GWindowsWithDefaultParamsCS

FCriticalSection GWindowsWithDefaultParamsCS