UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
RenderUtils.h File Reference
#include "CoreMinimal.h"
#include "RHIFwd.h"
#include "RHIShaderPlatform.h"
#include "RHIFeatureLevel.h"
#include "ReadOnlyCVARCache.h"

Go to the source code of this file.

Classes

struct  FPackedPosition
 

Namespaces

namespace  Substrate
 

Macros

#define NUM_DEBUG_UTIL_COLORS   (32)
 
#define NUM_CUBE_VERTICES   36
 

Enumerations

enum  EConstructTextureFlags : uint32 {
  CTF_Compress = 0x01 , CTF_DeferCompression = 0x02 , CTF_SRGB = 0x04 , CTF_AllowMips = 0x08 ,
  CTF_ForceOneBitAlpha = 0x10 , CTF_RemapAlphaAsMasked = 0x20 , CTF_ForceOpaque = 0x40 , CTF_SkipPostEdit = 0x80 ,
  CTF_Default = CTF_Compress | CTF_SRGB
}
 

Functions

RENDERCORE_API void RenderUtilsInit ()
 
uint16 GetCubeVertexIndex (uint32 X, uint32 Y, uint32 Z)
 
RENDERCORE_API SIZE_T CalcTextureMipMapSize3D (uint32 TextureSizeX, uint32 TextureSizeY, uint32 TextureSizeZ, EPixelFormat Format, uint32 MipIndex)
 
RENDERCORE_API void CalcMipMapExtent3D (uint32 TextureSizeX, uint32 TextureSizeY, uint32 TextureSizeZ, EPixelFormat Format, uint32 MipIndex, uint32 &OutXExtent, uint32 &OutYExtent, uint32 &OutZExtent)
 
RENDERCORE_API FIntPoint CalcMipMapExtent (uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex)
 
RENDERCORE_API SIZE_T CalcTextureMipMapSize (uint32 TextureSizeX, uint32 TextureSizeY, EPixelFormat Format, uint32 MipIndex)
 
RENDERCORE_API SIZE_T CalcTextureSize (uint32 SizeX, uint32 SizeY, EPixelFormat Format, uint32 MipCount)
 
RENDERCORE_API SIZE_T CalcTextureSize3D (uint32 SizeX, uint32 SizeY, uint32 SizeZ, EPixelFormat Format, uint32 MipCount)
 
RENDERCORE_API void CopyTextureData2D (const void *Source, void *Dest, uint32 SizeY, EPixelFormat Format, uint32 SourceStride, uint32 DestStride)
 
RENDERCORE_API EPixelFormatChannelFlags GetPixelFormatValidChannels (EPixelFormat InPixelFormat)
 
RENDERCORE_API const TCHARGetCubeFaceName (ECubeFace Face)
 
RENDERCORE_API ECubeFace GetCubeFaceFromName (const FString &Name)
 
RENDERCORE_API FVertexDeclarationRHIRefGetVertexDeclarationFVector4 ()
 
RENDERCORE_API FVertexDeclarationRHIRefGetVertexDeclarationFVector3 ()
 
RENDERCORE_API FVertexDeclarationRHIRefGetVertexDeclarationFVector2 ()
 
bool IsMobileHDR ()
 
bool MobileSupportsGPUScene ()
 
bool IsMobileDeferredShadingEnabled (const FStaticShaderPlatform Platform)
 
bool MobileForwardEnableLocalLights (const FStaticShaderPlatform Platform)
 
bool MobileForwardEnableParticleLights (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool PlatformGPUSceneUsesUniformBufferView (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileRequiresSceneDepthAux (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileAllowFramebufferFetch (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool SupportsTextureCubeArray (ERHIFeatureLevel::Type FeatureLevel)
 
RENDERCORE_API bool MaskedInEarlyPass (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool AllowPixelDepthOffset (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool AllowPerPixelShadingModels (const FStaticShaderPlatform Platform)
 
RENDERCORE_API uint32 GetPlatformShadingModelsMask (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsMobileAmbientOcclusionEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool AreMobileScreenSpaceReflectionsEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsMobileDistanceFieldEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsMobileMovableSpotlightShadowsEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsMobileCapsuleShadowsEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsMobileCapsuleDirectShadowsEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileForwardEnableClusteredReflections (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileUsesShadowMaskTexture (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileUsesExtenedGBuffer (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileUsesGBufferCustomData (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileBasePassAlwaysUsesCSM (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileUsesFullDepthPrepass (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool MobileSupportsSM5MaterialNodes (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool ShouldForceFullDepthPass (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool SupportsGen4TAA (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool SupportsTSR (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool PlatformSupportsVelocityRendering (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsUsingDBuffers (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsForwardShadingEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool ForwardShadingForcesSkyLightCubemapBlending (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsUsingGBuffers (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsUsingBasePassVelocity (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsUsingSelectiveBasePassOutputs (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsUsingDistanceFields (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsWaterDistanceFieldShadowEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsWaterSeparateMainDirLightEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsMobileDistanceFieldAOEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool IsStencilForLODDitherEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API int32 GetMaterialShadingPathNodeOverride (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool UseGPUScene (const FStaticShaderPlatform Platform, const FStaticFeatureLevel FeatureLevel)
 
RENDERCORE_API bool UseGPUScene (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool ForceSimpleSkyDiffuse (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool VelocityEncodeDepth (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool VelocityEncodeHasPixelAnimation (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool VelocitySupportsTemporalResponsiveness (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool VelocitySupportsPixelShaderMotionVectorWorldOffset (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool PlatformSupportsOpenXRMotionVectors (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool VelocityIncludeStationaryPrimitives (const FStaticShaderPlatform Platform)
 
RENDERCORE_API FBufferRHIRefGetUnitCubeVertexBuffer ()
 
RENDERCORE_API FBufferRHIRefGetUnitCubeIndexBuffer ()
 
RENDERCORE_API FBufferRHIRefGetUnitCubeAABBVertexBuffer ()
 
RENDERCORE_API void QuantizeSceneBufferSize (const FIntPoint &InBufferSize, FIntPoint &OutBufferSize, const uint32 SuggestedDivisor=0)
 
RENDERCORE_API bool UseVirtualTexturing (const FStaticShaderPlatform InShaderPlatform)
 
RENDERCORE_API bool UseVirtualTexturing (const ITargetPlatformSettings *InTargetPlatform)
 
RENDERCORE_API bool UseVirtualTexturing (const FStaticShaderPlatform InShaderPlatform, const ITargetPlatformSettings *InTargetPlatform)
 
RENDERCORE_API bool NaniteAtomicsSupported ()
 
RENDERCORE_API bool NaniteWorkGraphMaterialsSupported ()
 
RENDERCORE_API bool NaniteSplineMeshesSupported ()
 
RENDERCORE_API bool NaniteSkinnedMeshesSupported ()
 
RENDERCORE_API bool NaniteAssembliesSupported ()
 
RENDERCORE_API bool NaniteVoxelsSupported ()
 
RENDERCORE_API bool UseNaniteFastTileClear ()
 
RENDERCORE_API bool UseNaniteTessellation ()
 
RENDERCORE_API bool DoesPlatformSupportNanite (EShaderPlatform Platform, bool bCheckForProjectSetting=true)
 
RENDERCORE_API bool DoesRuntimeSupportNanite (EShaderPlatform ShaderPlatform, bool bCheckForAtomicSupport, bool bCheckForProjectSetting)
 
RENDERCORE_API bool DoesTargetPlatformSupportNanite (const ITargetPlatform *TargetPlatform)
 
RENDERCORE_API bool UseNanite (EShaderPlatform ShaderPlatform, bool bCheckForAtomicSupport=true, bool bCheckForProjectSetting=true)
 
RENDERCORE_API bool AreNaniteFallbackMeshesEnabledForPlatform (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool UseVirtualShadowMaps (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool UseVirtualShadowMaps (EShaderPlatform ShaderPlatform, const FStaticFeatureLevel FeatureLevel)
 
RENDERCORE_API bool DoesPlatformSupportVirtualShadowMaps (EShaderPlatform Platform)
 
RENDERCORE_API bool DoesPlatformSupportNonNaniteVirtualShadowMaps (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool UseNonNaniteVirtualShadowMaps (EShaderPlatform ShaderPlatform, FStaticFeatureLevel FeatureLevel)
 
RENDERCORE_API bool IsWaterVirtualShadowMapFilteringEnabled (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool DoesRuntimeSupportHeterogeneousVolumes (EShaderPlatform Platform)
 
RENDERCORE_API bool DoesPlatformSupportHeterogeneousVolumes (EShaderPlatform Platform)
 
RENDERCORE_API bool DoesPlatformSupportSparseVolumeTextures (EShaderPlatform Platform)
 
RENDERCORE_API bool UseSparseVolumeTextures (EShaderPlatform Platform)
 
RENDERCORE_API bool IsSingleLayerWaterDepthPrepassEnabled (const FStaticShaderPlatform Platform, FStaticFeatureLevel FeatureLevel)
 
RENDERCORE_API bool UseVirtualTextureLightmap (const FStaticShaderPlatform Platform, const ITargetPlatformSettings *TargetPlatform=nullptr)
 
RENDERCORE_API bool UseNaniteLandscapeMesh (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool ExcludeNonPipelinedShaderTypes (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool UseShaderPipelines (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool UseRemoveUnsedInterpolators (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool AreSkinCacheShadersEnabled (EShaderPlatform Platform)
 
RENDERCORE_API bool IsGPUSkinCacheAllowed (EShaderPlatform Platform)
 
RENDERCORE_API bool IsGPUSkinCacheAvailable (EShaderPlatform Platform)
 
RENDERCORE_API bool IsGPUSkinPassThroughSupported (EShaderPlatform Platform)
 
RENDERCORE_API bool AreBufferSRVsAlwaysCreatedByDefault (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool DoesRuntimeSupportOnePassPointLightShadows (EShaderPlatform Platform)
 
RENDERCORE_API bool AllowTranslucencyPerObjectShadows (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool Allow128BitBasePassPSCompilation (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool PlatformRequires128bitRT (EPixelFormat PixelFormat)
 
RENDERCORE_API bool IsRayTracingEnabledForProject (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool ShouldCompileRayTracingShadersForProject (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool ShouldCompileRayTracingCallableShadersForProject (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool IsRayTracingEnabled ()
 
RENDERCORE_API bool IsRayTracingEnabled (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool IsRayTracingAllowed ()
 
RENDERCORE_API ERayTracingMode GetRayTracingMode ()
 
RENDERCORE_API bool IsRayTracingUsingReferenceBasedResidency ()
 
RENDERCORE_API bool IsRayTracingEnableOnDemandSupported ()
 
RENDERCORE_API bool ShouldGenerateRayTracingProxiesByDefault ()
 
bool IsStaticLightingAllowed ()
 
RENDERCORE_API bool HasFirstPersonGBufferBit (EShaderPlatform ShaderPlatform)
 
RENDERCORE_API bool DoesProjectSupportLumenGI (EShaderPlatform Platform)
 
RENDERCORE_API bool DoesPlatformSupportLumenGI (EShaderPlatform Platform, bool bSkipProjectCheck=false)
 
RENDERCORE_API bool DoesProjectSupportLumenRayTracedTranslucentRefraction ()
 
RENDERCORE_API bool DoesProjectSupportExpFogMatchesVolumetricFog ()
 
RENDERCORE_API bool UseSplineMeshSceneResources (const FStaticShaderPlatform Platform)
 
RENDERCORE_API bool RenderRectLightsAsSpotLights (const FStaticFeatureLevel FeatureLevel)
 
bool Substrate::IsSubstrateEnabled ()
 
bool Substrate::IsSubstrateBlendableGBufferEnabled (EShaderPlatform InPlatform)
 
bool Substrate::IsStochasticLightingEnabled (EShaderPlatform InPlatform)
 
bool Substrate::IsRoughDiffuseEnabled ()
 
bool Substrate::IsRoughDiffuseEnabled (EShaderPlatform InPlatform)
 
bool Substrate::IsGlintEnabled ()
 
bool Substrate::IsGlintEnabled (EShaderPlatform InPlatform)
 
uint32 Substrate::GlintLUTIndex ()
 
float Substrate::GlintLevelBias ()
 
float Substrate::GlintLevelMin ()
 
bool Substrate::IsSpecularProfileEnabled ()
 
bool Substrate::IsSpecularProfileEnabled (EShaderPlatform InPlatform)
 
bool Substrate::IsDBufferPassEnabled (EShaderPlatform InPlatform)
 
bool Substrate::IsOpaqueRoughRefractionEnabled (EShaderPlatform InPlatform)
 
bool Substrate::IsAdvancedVisualizationEnabled ()
 
bool Substrate::IsAdvancedVisualizationEnabled (EShaderPlatform InPlatform)
 
bool Substrate::IsMaterialLayeringSupportEnabled ()
 
bool Substrate::IsHiddenMaterialAssetConversionEnabled ()
 
bool Substrate::AreLightingPassesTiled ()
 
uint32 Substrate::GetRayTracingMaterialPayloadSizeInBytes (bool bFullySimplifiedMaterial)
 
uint32 Substrate::GetBytePerPixel (EShaderPlatform InPlatform)
 
uint32 Substrate::GetClosurePerPixel (EShaderPlatform InPlatform)
 
uint32 Substrate::GetNormalQuality ()
 
uint32 Substrate::GetSheenQuality ()
 
uint32 Substrate::GetSheenQuality (EShaderPlatform InPlatform)
 
uint32 Substrate::GetShadingQuality ()
 
uint32 Substrate::GetShadingQuality (EShaderPlatform InPlatform)
 
RENDERCORE_API int32 GetLightFunctionAtlasFormat ()
 
RENDERCORE_API bool GetSingleLayerWaterUsesLightFunctionAtlas ()
 
RENDERCORE_API bool GetTranslucentUsesLightFunctionAtlas ()
 
RENDERCORE_API bool GetTranslucentUsesLightRectLights ()
 
RENDERCORE_API bool GetTranslucentUsesLightIESProfiles ()
 
RENDERCORE_API bool GetTranslucentUsesShadowedLocalLights ()
 
RENDERCORE_API bool GetHairStrandsUsesTriangleStrips ()
 
RENDERCORE_API uint32 GetHairStrandsLODMode ()
 
FVector CalculateGridZParams (float NearPlane, float FarPlane, float DepthDistributionScale, int32 GridSizeZ)
 
float EV100ToLuminance (float LuminanceMax, float EV100)
 
float EV100ToLuminance (float EV100)
 
float EV100ToLog2 (float LuminanceMax, float EV100)
 
float LuminanceToEV100 (float LuminanceMax, float Luminance)
 
float LuminanceToEV100 (float Luminance)
 
float Log2ToEV100 (float LuminanceMax, float Log2)
 
RENDERCORE_API bool HardwareVariableRateShadingSupportedByPlatform (EShaderPlatform ShaderPlatform)
 

Variables

constexpr FColor DebugUtilColor [NUM_DEBUG_UTIL_COLORS]
 
RENDERCORE_API const uint16 GCubeIndices [36]
 

Macro Definition Documentation

◆ NUM_CUBE_VERTICES

#define NUM_CUBE_VERTICES   36

◆ NUM_DEBUG_UTIL_COLORS

#define NUM_DEBUG_UTIL_COLORS   (32)

Enumeration Type Documentation

◆ EConstructTextureFlags

Flags that control ConstructTexture(2D/2DArray/Volume/etc.)

Enumerator
CTF_Compress 

Compress RGBA8 to DXT

CTF_DeferCompression 

Don't actually compress until the package is saved

CTF_SRGB 

Enable SRGB on the texture

CTF_AllowMips 

Generate mipmaps for the texture

CTF_ForceOneBitAlpha 

Use DXT1a to get 1 bit alpha but only 4 bits per pixel (note: color of alpha'd out part will be black)

CTF_RemapAlphaAsMasked 

When rendering a masked material, the depth is in the alpha, and anywhere not rendered will be full depth, which should actually be alpha of 0, and anything else is alpha of 255

CTF_ForceOpaque 

Ensure the alpha channel of the texture is opaque white (255).

CTF_SkipPostEdit 

Don't call a post edit change on the texture.

CTF_Default 

Default flags (maps to previous defaults to ConstructTexture2D)

Function Documentation

◆ Allow128BitBasePassPSCompilation()

RENDERCORE_API bool Allow128BitBasePassPSCompilation ( const FStaticShaderPlatform  Platform)

Read-only switch to check if compiling explicit 128BitRT BasePass Pixel Shaders is allowed They are infrequently necessary, and can save 50k shaders / 15 MiB / platform on large projects Check bRequiresExplicit128bitRT in a platform's DataDrivenPlatformInfo.ini to see if that platform requires explicit 128Bit shaders

◆ AllowPerPixelShadingModels()

RENDERCORE_API bool AllowPerPixelShadingModels ( const FStaticShaderPlatform  Platform)

◆ AllowPixelDepthOffset()

RENDERCORE_API bool AllowPixelDepthOffset ( const FStaticShaderPlatform  Platform)

◆ AllowTranslucencyPerObjectShadows()

RENDERCORE_API bool AllowTranslucencyPerObjectShadows ( const FStaticShaderPlatform  Platform)

Read-only switch to check if translucency per object shadows are enabled.

◆ AreBufferSRVsAlwaysCreatedByDefault()

RENDERCORE_API bool AreBufferSRVsAlwaysCreatedByDefault ( EShaderPlatform  ShaderPlatform)

Returns true if we need to create SRVs for all index/vertex buffers. This has a memory overhead for the RHI objects so we only return true if the platform or project settings require this.

◆ AreMobileScreenSpaceReflectionsEnabled()

RENDERCORE_API bool AreMobileScreenSpaceReflectionsEnabled ( const FStaticShaderPlatform  Platform)

◆ AreNaniteFallbackMeshesEnabledForPlatform()

RENDERCORE_API bool AreNaniteFallbackMeshesEnabledForPlatform ( const FStaticShaderPlatform  Platform)

Returns true if Nanite Fallback Meshes are enabled for the given shader platform.

◆ AreSkinCacheShadersEnabled()

RENDERCORE_API bool AreSkinCacheShadersEnabled ( EShaderPlatform  Platform)

Checks if skin cache shaders are enabled for the platform (via r.SkinCache.CompileShaders)

◆ CalcMipMapExtent()

RENDERCORE_API FIntPoint CalcMipMapExtent ( uint32  TextureSizeX,
uint32  TextureSizeY,
EPixelFormat  Format,
uint32  MipIndex 
)

Calculates the extent of a mip.

Incorrectly forces min mip size to be block dimensions: UE-159189

Parameters
TextureSizeXNumber of horizontal texels (for the base mip-level)
TextureSizeYNumber of vertical texels (for the base mip-level)
FormatTexture format
MipIndexThe index of the mip-map to compute the size of.

◆ CalcMipMapExtent3D()

RENDERCORE_API void CalcMipMapExtent3D ( uint32  TextureSizeX,
uint32  TextureSizeY,
uint32  TextureSizeZ,
EPixelFormat  Format,
uint32  MipIndex,
uint32 OutXExtent,
uint32 OutYExtent,
uint32 OutZExtent 
)

Calculates the extent of a mip.

Incorrectly forces min mip size to be block dimensions: UE-159189

Parameters
TextureSizeXNumber of horizontal texels (for the base mip-level)
TextureSizeYNumber of vertical texels (for the base mip-level)
TextureSizeZNumber of depth texels (for the base mip-level)
FormatTexture format
MipIndexThe index of the mip-map to compute the size of.
OutXExtentThe extent X of the mip
OutYExtentThe extent Y of the mip
OutZExtentThe extent Z of the mip

◆ CalcTextureMipMapSize()

RENDERCORE_API SIZE_T CalcTextureMipMapSize ( uint32  TextureSizeX,
uint32  TextureSizeY,
EPixelFormat  Format,
uint32  MipIndex 
)

Calculates the amount of memory used for a single mip-map of a texture.

Use GPixelFormats[Format].Get2DTextureMipSizeInBytes() instead.

Parameters
TextureSizeXNumber of horizontal texels (for the base mip-level)
TextureSizeYNumber of vertical texels (for the base mip-level)
FormatTexture format
MipIndexThe index of the mip-map to compute the size of.

◆ CalcTextureMipMapSize3D()

RENDERCORE_API SIZE_T CalcTextureMipMapSize3D ( uint32  TextureSizeX,
uint32  TextureSizeY,
uint32  TextureSizeZ,
EPixelFormat  Format,
uint32  MipIndex 
)

Calculates the amount of memory used for a single mip-map of a texture 3D.

Use GPixelFormats[Format].Get3DTextureMipSizeInBytes() instead.

Parameters
TextureSizeXNumber of horizontal texels (for the base mip-level)
TextureSizeYNumber of vertical texels (for the base mip-level)
TextureSizeZNumber of slices (for the base mip-level)
FormatTexture format
MipIndexThe index of the mip-map to compute the size of.

◆ CalcTextureSize()

RENDERCORE_API SIZE_T CalcTextureSize ( uint32  SizeX,
uint32  SizeY,
EPixelFormat  Format,
uint32  MipCount 
)

Calculates the amount of memory used for a texture.

Use GPixelFormats[Format].Get2DTextureSizeInBytes() instead.

Parameters
SizeXNumber of horizontal texels (for the base mip-level)
SizeYNumber of vertical texels (for the base mip-level)
FormatTexture format
MipCountNumber of mip-levels (including the base mip-level)

◆ CalcTextureSize3D()

RENDERCORE_API SIZE_T CalcTextureSize3D ( uint32  SizeX,
uint32  SizeY,
uint32  SizeZ,
EPixelFormat  Format,
uint32  MipCount 
)

Calculates the amount of memory used for a texture.

Use GPixelFormats[Format].Get3DTextureSizeInBytes() instead.

Parameters
SizeXNumber of horizontal texels (for the base mip-level)
SizeYNumber of vertical texels (for the base mip-level)
SizeYNumber of depth texels (for the base mip-level)
FormatTexture format
MipCountNumber of mip-levels (including the base mip-level)

◆ CalculateGridZParams()

FVector CalculateGridZParams ( float  NearPlane,
float  FarPlane,
float  DepthDistributionScale,
int32  GridSizeZ 
)
inline

◆ CopyTextureData2D()

RENDERCORE_API void CopyTextureData2D ( const void Source,
void Dest,
uint32  SizeY,
EPixelFormat  Format,
uint32  SourceStride,
uint32  DestStride 
)

Copies the data for a 2D texture between two buffers with potentially different strides.

Parameters
Source- The source buffer
Dest- The destination buffer.
SizeY- The height of the texture data to copy in pixels.
Format- The format of the texture being copied.
SourceStride- The stride of the source buffer.
DestStride- The stride of the destination buffer.

◆ DoesPlatformSupportHeterogeneousVolumes()

RENDERCORE_API bool DoesPlatformSupportHeterogeneousVolumes ( EShaderPlatform  Platform)

Returns true if Heterogeneous Volumes should be used for the given shader platform.

◆ DoesPlatformSupportLumenGI()

RENDERCORE_API bool DoesPlatformSupportLumenGI ( EShaderPlatform  Platform,
bool  bSkipProjectCheck = false 
)
extern

◆ DoesPlatformSupportNanite()

RENDERCORE_API bool DoesPlatformSupportNanite ( EShaderPlatform  Platform,
bool  bCheckForProjectSetting = true 
)

◆ DoesPlatformSupportNonNaniteVirtualShadowMaps()

RENDERCORE_API bool DoesPlatformSupportNonNaniteVirtualShadowMaps ( EShaderPlatform  ShaderPlatform)

Returns true if non-Nanite virtual shadow maps are enabled by CVar r.Shadow.Virtual.NonNaniteVSM and the runtime supports Nanite/virtual shadow maps.

◆ DoesPlatformSupportSparseVolumeTextures()

RENDERCORE_API bool DoesPlatformSupportSparseVolumeTextures ( EShaderPlatform  Platform)

Returns true if SparseVolumeTextures are supported on the given shader platform.

◆ DoesPlatformSupportVirtualShadowMaps()

RENDERCORE_API bool DoesPlatformSupportVirtualShadowMaps ( EShaderPlatform  Platform)

Returns true if Virtual Shadow Mapsare supported for the given shader platform. Note: Virtual Shadow Maps require Nanite platform support.

◆ DoesProjectSupportExpFogMatchesVolumetricFog()

RENDERCORE_API bool DoesProjectSupportExpFogMatchesVolumetricFog ( )

◆ DoesProjectSupportLumenGI()

RENDERCORE_API bool DoesProjectSupportLumenGI ( EShaderPlatform  Platform)

◆ DoesProjectSupportLumenRayTracedTranslucentRefraction()

RENDERCORE_API bool DoesProjectSupportLumenRayTracedTranslucentRefraction ( )
extern

◆ DoesRuntimeSupportHeterogeneousVolumes()

RENDERCORE_API bool DoesRuntimeSupportHeterogeneousVolumes ( EShaderPlatform  Platform)

◆ DoesRuntimeSupportNanite()

RENDERCORE_API bool DoesRuntimeSupportNanite ( EShaderPlatform  ShaderPlatform,
bool  bCheckForAtomicSupport,
bool  bCheckForProjectSetting 
)

◆ DoesRuntimeSupportOnePassPointLightShadows()

RENDERCORE_API bool DoesRuntimeSupportOnePassPointLightShadows ( EShaderPlatform  Platform)

◆ DoesTargetPlatformSupportNanite()

RENDERCORE_API bool DoesTargetPlatformSupportNanite ( const ITargetPlatform TargetPlatform)

◆ EV100ToLog2()

float EV100ToLog2 ( float  LuminanceMax,
float  EV100 
)
inline

◆ EV100ToLuminance() [1/2]

float EV100ToLuminance ( float  EV100)
inline

◆ EV100ToLuminance() [2/2]

float EV100ToLuminance ( float  LuminanceMax,
float  EV100 
)
inline

◆ ExcludeNonPipelinedShaderTypes()

RENDERCORE_API bool ExcludeNonPipelinedShaderTypes ( EShaderPlatform  ShaderPlatform)

Checks if the non-pipeline shaders will not be compild and ones from FShaderPipeline used instead.

◆ ForceSimpleSkyDiffuse()

RENDERCORE_API bool ForceSimpleSkyDiffuse ( const FStaticShaderPlatform  Platform)

◆ ForwardShadingForcesSkyLightCubemapBlending()

RENDERCORE_API bool ForwardShadingForcesSkyLightCubemapBlending ( const FStaticShaderPlatform  Platform)

Return true if all forward shaded material should blend the interpolated sky boxes for higher quality.

◆ GetCubeFaceFromName()

RENDERCORE_API ECubeFace GetCubeFaceFromName ( const FString &  Name)

Convert from text string to ECubeFace

Parameters
Namee.g. RandomNamePosX
Returns
CubeFace_MAX if not recognized

◆ GetCubeFaceName()

RENDERCORE_API const TCHAR * GetCubeFaceName ( ECubeFace  Face)

Convert from ECubeFace to text string

Parameters
Face- ECubeFace type to convert
Returns
text string for cube face enum value

◆ GetCubeVertexIndex()

uint16 GetCubeVertexIndex ( uint32  X,
uint32  Y,
uint32  Z 
)
inline

Maps from an X,Y,Z cube vertex coordinate to the corresponding vertex index.

◆ GetHairStrandsLODMode()

RENDERCORE_API uint32 GetHairStrandsLODMode ( )

◆ GetHairStrandsUsesTriangleStrips()

RENDERCORE_API bool GetHairStrandsUsesTriangleStrips ( )

◆ GetLightFunctionAtlasFormat()

RENDERCORE_API int32 GetLightFunctionAtlasFormat ( )

◆ GetMaterialShadingPathNodeOverride()

RENDERCORE_API int32 GetMaterialShadingPathNodeOverride ( const FStaticShaderPlatform  Platform)

Returns shading path node material override. Returns -1 if no override.

◆ GetPixelFormatValidChannels()

RENDERCORE_API EPixelFormatChannelFlags GetPixelFormatValidChannels ( EPixelFormat  InPixelFormat)

Returns the valid channels for this pixel format

Returns
e.g. EPixelFormatChannelFlags::G for PF_G8

◆ GetPlatformShadingModelsMask()

RENDERCORE_API uint32 GetPlatformShadingModelsMask ( const FStaticShaderPlatform  Platform)

◆ GetRayTracingMode()

RENDERCORE_API ERayTracingMode GetRayTracingMode ( )
extern

◆ GetSingleLayerWaterUsesLightFunctionAtlas()

RENDERCORE_API bool GetSingleLayerWaterUsesLightFunctionAtlas ( )

◆ GetTranslucentUsesLightFunctionAtlas()

RENDERCORE_API bool GetTranslucentUsesLightFunctionAtlas ( )

◆ GetTranslucentUsesLightIESProfiles()

RENDERCORE_API bool GetTranslucentUsesLightIESProfiles ( )

◆ GetTranslucentUsesLightRectLights()

RENDERCORE_API bool GetTranslucentUsesLightRectLights ( )

◆ GetTranslucentUsesShadowedLocalLights()

RENDERCORE_API bool GetTranslucentUsesShadowedLocalLights ( )

◆ GetUnitCubeAABBVertexBuffer()

RENDERCORE_API FBufferRHIRef & GetUnitCubeAABBVertexBuffer ( )

Unit cube AABB vertex buffer (useful to create procedural raytracing geometry)

◆ GetUnitCubeIndexBuffer()

RENDERCORE_API FBufferRHIRef & GetUnitCubeIndexBuffer ( )

Unit cube index buffer

◆ GetUnitCubeVertexBuffer()

RENDERCORE_API FBufferRHIRef & GetUnitCubeVertexBuffer ( )

Unit cube vertex buffer (VertexDeclarationFVector4)

◆ GetVertexDeclarationFVector2()

RENDERCORE_API FVertexDeclarationRHIRef & GetVertexDeclarationFVector2 ( )

◆ GetVertexDeclarationFVector3()

RENDERCORE_API FVertexDeclarationRHIRef & GetVertexDeclarationFVector3 ( )

◆ GetVertexDeclarationFVector4()

RENDERCORE_API FVertexDeclarationRHIRef & GetVertexDeclarationFVector4 ( )

◆ HardwareVariableRateShadingSupportedByPlatform()

RENDERCORE_API bool HardwareVariableRateShadingSupportedByPlatform ( EShaderPlatform  ShaderPlatform)

◆ HasFirstPersonGBufferBit()

RENDERCORE_API bool HasFirstPersonGBufferBit ( EShaderPlatform  ShaderPlatform)

◆ IsForwardShadingEnabled()

RENDERCORE_API bool IsForwardShadingEnabled ( const FStaticShaderPlatform  Platform)

Returns if ForwardShading is enabled. Only valid for the current platform (otherwise call ITargetPlatform::UsesForwardShading()).

◆ IsGPUSkinCacheAllowed()

RENDERCORE_API bool IsGPUSkinCacheAllowed ( EShaderPlatform  Platform)

Checks if skin cache shaders are allowed for the platform (via r.SkinCache.Allow)

◆ IsGPUSkinCacheAvailable()

RENDERCORE_API bool IsGPUSkinCacheAvailable ( EShaderPlatform  Platform)

Can the skin cache be used (ie shaders added, etc)

◆ IsGPUSkinPassThroughSupported()

RENDERCORE_API bool IsGPUSkinPassThroughSupported ( EShaderPlatform  Platform)

Does the platform support GPUSkinPassthrough permutations. This knowledge can be used to indicate if we need to create SRV for index/vertex buffers.

◆ IsMobileAmbientOcclusionEnabled()

RENDERCORE_API bool IsMobileAmbientOcclusionEnabled ( const FStaticShaderPlatform  Platform)

Returns whether AO is enabled. Only valid for a mobile forward shading.

◆ IsMobileCapsuleDirectShadowsEnabled()

RENDERCORE_API bool IsMobileCapsuleDirectShadowsEnabled ( const FStaticShaderPlatform  Platform)

◆ IsMobileCapsuleShadowsEnabled()

RENDERCORE_API bool IsMobileCapsuleShadowsEnabled ( const FStaticShaderPlatform  Platform)

◆ IsMobileDeferredShadingEnabled()

bool IsMobileDeferredShadingEnabled ( const FStaticShaderPlatform  Platform)
inline

◆ IsMobileDistanceFieldAOEnabled()

RENDERCORE_API bool IsMobileDistanceFieldAOEnabled ( const FStaticShaderPlatform  Platform)

Returns if Mobile Distance Field AO Enabled.

◆ IsMobileDistanceFieldEnabled()

RENDERCORE_API bool IsMobileDistanceFieldEnabled ( const FStaticShaderPlatform  Platform)

◆ IsMobileHDR()

bool IsMobileHDR ( )
inline

True if HDR is enabled for the mobile renderer.

◆ IsMobileMovableSpotlightShadowsEnabled()

RENDERCORE_API bool IsMobileMovableSpotlightShadowsEnabled ( const FStaticShaderPlatform  Platform)

◆ IsRayTracingAllowed()

RENDERCORE_API bool IsRayTracingAllowed ( )
extern

◆ IsRayTracingEnabled() [1/2]

RENDERCORE_API bool IsRayTracingEnabled ( )
extern

◆ IsRayTracingEnabled() [2/2]

RENDERCORE_API bool IsRayTracingEnabled ( EShaderPlatform  ShaderPlatform)

◆ IsRayTracingEnabledForProject()

RENDERCORE_API bool IsRayTracingEnabledForProject ( EShaderPlatform  ShaderPlatform)

◆ IsRayTracingEnableOnDemandSupported()

RENDERCORE_API bool IsRayTracingEnableOnDemandSupported ( )

◆ IsRayTracingUsingReferenceBasedResidency()

RENDERCORE_API bool IsRayTracingUsingReferenceBasedResidency ( )

◆ IsSingleLayerWaterDepthPrepassEnabled()

RENDERCORE_API bool IsSingleLayerWaterDepthPrepassEnabled ( const FStaticShaderPlatform  Platform,
FStaticFeatureLevel  FeatureLevel 
)

(Non-runtime) Checks if the depth prepass for single layer water is enabled. This also depends on virtual shadow maps to be supported on the platform.

◆ IsStaticLightingAllowed()

bool IsStaticLightingAllowed ( )
inline

◆ IsStencilForLODDitherEnabled()

RENDERCORE_API bool IsStencilForLODDitherEnabled ( const FStaticShaderPlatform  Platform)

Returns if Stencil For LOD Dither is Enabled for this ShaderPlatform.

◆ IsUsingBasePassVelocity()

RENDERCORE_API bool IsUsingBasePassVelocity ( const FStaticShaderPlatform  Platform)

Returns whether the base pass should output to the velocity buffer is enabled for a given shader platform

◆ IsUsingDBuffers()

RENDERCORE_API bool IsUsingDBuffers ( const FStaticShaderPlatform  Platform)

◆ IsUsingDistanceFields()

RENDERCORE_API bool IsUsingDistanceFields ( const FStaticShaderPlatform  Platform)

Returns whether distance fields are enabled for a given shader platform

◆ IsUsingGBuffers()

RENDERCORE_API bool IsUsingGBuffers ( const FStaticShaderPlatform  Platform)

Returns if the GBuffer is used. Only valid for the current platform.

◆ IsUsingSelectiveBasePassOutputs()

RENDERCORE_API bool IsUsingSelectiveBasePassOutputs ( const FStaticShaderPlatform  Platform)

Returns whether the base pass should use selective outputs for a given shader platform

◆ IsWaterDistanceFieldShadowEnabled()

RENDERCORE_API bool IsWaterDistanceFieldShadowEnabled ( const FStaticShaderPlatform  Platform)

Returns if water should render distance field shadow a second time for the water surface. This is for a platofrm so can be used at cook time.

◆ IsWaterSeparateMainDirLightEnabled()

RENDERCORE_API bool IsWaterSeparateMainDirLightEnabled ( const FStaticShaderPlatform  Platform)

Returns if water needs a separate main directional light texture. This is for a platofrm so can be used at cook time or at runtime.

◆ IsWaterVirtualShadowMapFilteringEnabled()

RENDERCORE_API bool IsWaterVirtualShadowMapFilteringEnabled ( const FStaticShaderPlatform  Platform)

Returns if water should evaluate virtual shadow maps a second time for the water surface. This is for a platform so can be used at cook time.

◆ Log2ToEV100()

float Log2ToEV100 ( float  LuminanceMax,
float  Log2 
)
inline

◆ LuminanceToEV100() [1/2]

float LuminanceToEV100 ( float  Luminance)
inline

◆ LuminanceToEV100() [2/2]

float LuminanceToEV100 ( float  LuminanceMax,
float  Luminance 
)
inline

◆ MaskedInEarlyPass()

RENDERCORE_API bool MaskedInEarlyPass ( const FStaticShaderPlatform  Platform)

◆ MobileAllowFramebufferFetch()

RENDERCORE_API bool MobileAllowFramebufferFetch ( const FStaticShaderPlatform  Platform)

◆ MobileBasePassAlwaysUsesCSM()

RENDERCORE_API bool MobileBasePassAlwaysUsesCSM ( const FStaticShaderPlatform  Platform)

◆ MobileForwardEnableClusteredReflections()

RENDERCORE_API bool MobileForwardEnableClusteredReflections ( const FStaticShaderPlatform  Platform)

◆ MobileForwardEnableLocalLights()

bool MobileForwardEnableLocalLights ( const FStaticShaderPlatform  Platform)
inline

◆ MobileForwardEnableParticleLights()

bool MobileForwardEnableParticleLights ( const FStaticShaderPlatform  Platform)
inline

◆ MobileRequiresSceneDepthAux()

RENDERCORE_API bool MobileRequiresSceneDepthAux ( const FStaticShaderPlatform  Platform)

◆ MobileSupportsGPUScene()

bool MobileSupportsGPUScene ( )
inline

◆ MobileSupportsSM5MaterialNodes()

RENDERCORE_API bool MobileSupportsSM5MaterialNodes ( const FStaticShaderPlatform  Platform)

◆ MobileUsesExtenedGBuffer()

RENDERCORE_API bool MobileUsesExtenedGBuffer ( const FStaticShaderPlatform  Platform)

◆ MobileUsesFullDepthPrepass()

RENDERCORE_API bool MobileUsesFullDepthPrepass ( const FStaticShaderPlatform  Platform)

◆ MobileUsesGBufferCustomData()

RENDERCORE_API bool MobileUsesGBufferCustomData ( const FStaticShaderPlatform  Platform)

◆ MobileUsesShadowMaskTexture()

RENDERCORE_API bool MobileUsesShadowMaskTexture ( const FStaticShaderPlatform  Platform)

◆ NaniteAssembliesSupported()

RENDERCORE_API bool NaniteAssembliesSupported ( )

◆ NaniteAtomicsSupported()

RENDERCORE_API bool NaniteAtomicsSupported ( )

◆ NaniteSkinnedMeshesSupported()

RENDERCORE_API bool NaniteSkinnedMeshesSupported ( )

◆ NaniteSplineMeshesSupported()

RENDERCORE_API bool NaniteSplineMeshesSupported ( )

◆ NaniteVoxelsSupported()

RENDERCORE_API bool NaniteVoxelsSupported ( )

◆ NaniteWorkGraphMaterialsSupported()

RENDERCORE_API bool NaniteWorkGraphMaterialsSupported ( )

◆ PlatformGPUSceneUsesUniformBufferView()

RENDERCORE_API bool PlatformGPUSceneUsesUniformBufferView ( const FStaticShaderPlatform  Platform)

◆ PlatformRequires128bitRT()

RENDERCORE_API bool PlatformRequires128bitRT ( EPixelFormat  PixelFormat)

Note, this should only be used when a platform requires special shader compilation for 32 bit pixel format render targets. Does not replace pixel format associations across the board

◆ PlatformSupportsOpenXRMotionVectors()

RENDERCORE_API bool PlatformSupportsOpenXRMotionVectors ( const FStaticShaderPlatform  Platform)

◆ PlatformSupportsVelocityRendering()

RENDERCORE_API bool PlatformSupportsVelocityRendering ( const FStaticShaderPlatform  Platform)

◆ QuantizeSceneBufferSize()

RENDERCORE_API void QuantizeSceneBufferSize ( const FIntPoint InBufferSize,
FIntPoint OutBufferSize,
const uint32  SuggestedDivisor = 0 
)

Takes the requested buffer size and quantizes it to an appropriate size for the rest of the rendering pipeline. Currently ensures that sizes are multiples of 4 so that they can safely be halved in size several times.

◆ RenderRectLightsAsSpotLights()

RENDERCORE_API bool RenderRectLightsAsSpotLights ( const FStaticFeatureLevel  FeatureLevel)

◆ RenderUtilsInit()

RENDERCORE_API void RenderUtilsInit ( )
extern

◆ ShouldCompileRayTracingCallableShadersForProject()

RENDERCORE_API bool ShouldCompileRayTracingCallableShadersForProject ( EShaderPlatform  ShaderPlatform)

◆ ShouldCompileRayTracingShadersForProject()

RENDERCORE_API bool ShouldCompileRayTracingShadersForProject ( EShaderPlatform  ShaderPlatform)

◆ ShouldForceFullDepthPass()

RENDERCORE_API bool ShouldForceFullDepthPass ( const FStaticShaderPlatform  Platform)

◆ ShouldGenerateRayTracingProxiesByDefault()

RENDERCORE_API bool ShouldGenerateRayTracingProxiesByDefault ( )

◆ SupportsGen4TAA()

RENDERCORE_API bool SupportsGen4TAA ( const FStaticShaderPlatform  Platform)

◆ SupportsTextureCubeArray()

RENDERCORE_API bool SupportsTextureCubeArray ( ERHIFeatureLevel::Type  FeatureLevel)

◆ SupportsTSR()

RENDERCORE_API bool SupportsTSR ( const FStaticShaderPlatform  Platform)

◆ UseGPUScene() [1/2]

RENDERCORE_API bool UseGPUScene ( const FStaticShaderPlatform  Platform)

◆ UseGPUScene() [2/2]

RENDERCORE_API bool UseGPUScene ( const FStaticShaderPlatform  Platform,
const FStaticFeatureLevel  FeatureLevel 
)

◆ UseNanite()

RENDERCORE_API bool UseNanite ( EShaderPlatform  ShaderPlatform,
bool  bCheckForAtomicSupport = true,
bool  bCheckForProjectSetting = true 
)

Returns true if Nanite rendering should be used for the given shader platform.

◆ UseNaniteFastTileClear()

RENDERCORE_API bool UseNaniteFastTileClear ( )

◆ UseNaniteLandscapeMesh()

RENDERCORE_API bool UseNaniteLandscapeMesh ( EShaderPlatform  ShaderPlatform)

Checks if platform uses a Nanite landscape mesh

◆ UseNaniteTessellation()

RENDERCORE_API bool UseNaniteTessellation ( )

◆ UseNonNaniteVirtualShadowMaps()

RENDERCORE_API bool UseNonNaniteVirtualShadowMaps ( EShaderPlatform  ShaderPlatform,
FStaticFeatureLevel  FeatureLevel 
)

Similar to DoesPlatformSupportNonNaniteVirtualShadowMaps, but checks if nanite and virtual shadow maps are enabled (at runtime).

◆ UseRemoveUnsedInterpolators()

RENDERCORE_API bool UseRemoveUnsedInterpolators ( EShaderPlatform  ShaderPlatform)

Checks if we can strip unused interpolators for a specific platform.

◆ UseShaderPipelines()

RENDERCORE_API bool UseShaderPipelines ( EShaderPlatform  ShaderPlatform)

Checks if shader pipelines is enable for a specific platform.

◆ UseSparseVolumeTextures()

RENDERCORE_API bool UseSparseVolumeTextures ( EShaderPlatform  Platform)

Returns true if SparseVolumeTextures are supported on the given shader platform and are enabled.

◆ UseSplineMeshSceneResources()

RENDERCORE_API bool UseSplineMeshSceneResources ( const FStaticShaderPlatform  Platform)

Whether or not the platform supports the scene spline texture for spline meshes

◆ UseVirtualShadowMaps() [1/2]

RENDERCORE_API bool UseVirtualShadowMaps ( EShaderPlatform  ShaderPlatform)

Returns true if Virtual Shadow Maps should be used for the given shader platform. Note: Virtual Shadow Maps require Nanite support.

◆ UseVirtualShadowMaps() [2/2]

RENDERCORE_API bool UseVirtualShadowMaps ( EShaderPlatform  ShaderPlatform,
const FStaticFeatureLevel  FeatureLevel 
)

Returns true if Virtual Shadow Maps should be used for the given shader platform. Note: Virtual Shadow Maps require Nanite support.

◆ UseVirtualTextureLightmap()

RENDERCORE_API bool UseVirtualTextureLightmap ( const FStaticShaderPlatform  Platform,
const ITargetPlatformSettings TargetPlatform = nullptr 
)

Checks if virtual texturing lightmap enabled and supported

◆ UseVirtualTexturing() [1/3]

RENDERCORE_API bool UseVirtualTexturing ( const FStaticShaderPlatform  InShaderPlatform)

Checks if virtual texturing enabled and supported

◆ UseVirtualTexturing() [2/3]

RENDERCORE_API bool UseVirtualTexturing ( const FStaticShaderPlatform  InShaderPlatform,
const ITargetPlatformSettings InTargetPlatform 
)

◆ UseVirtualTexturing() [3/3]

RENDERCORE_API bool UseVirtualTexturing ( const ITargetPlatformSettings InTargetPlatform)

◆ VelocityEncodeDepth()

RENDERCORE_API bool VelocityEncodeDepth ( const FStaticShaderPlatform  Platform)

◆ VelocityEncodeHasPixelAnimation()

RENDERCORE_API bool VelocityEncodeHasPixelAnimation ( const FStaticShaderPlatform  Platform)

◆ VelocityIncludeStationaryPrimitives()

RENDERCORE_API bool VelocityIncludeStationaryPrimitives ( const FStaticShaderPlatform  Platform)

◆ VelocitySupportsPixelShaderMotionVectorWorldOffset()

RENDERCORE_API bool VelocitySupportsPixelShaderMotionVectorWorldOffset ( const FStaticShaderPlatform  Platform)

◆ VelocitySupportsTemporalResponsiveness()

RENDERCORE_API bool VelocitySupportsTemporalResponsiveness ( const FStaticShaderPlatform  Platform)

Variable Documentation

◆ DebugUtilColor

constexpr FColor DebugUtilColor[NUM_DEBUG_UTIL_COLORS]
inlineconstexpr

◆ GCubeIndices

RENDERCORE_API const uint16 GCubeIndices[36]
extern

The indices for drawing a cube.