UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SceneRendering.cpp File Reference
#include "SceneRendering.h"
#include "ProfilingDebugging/ProfilingHelpers.h"
#include "ProfilingDebugging/CpuProfilerTrace.h"
#include "StateStreamManagerImpl.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "EngineGlobals.h"
#include "CanvasItem.h"
#include "Components/ReflectionCaptureComponent.h"
#include "Components/SceneCaptureComponent2D.h"
#include "Components/SceneCaptureComponentCube.h"
#include "SceneCapture/SceneCaptureInternal.h"
#include "DeferredShadingRenderer.h"
#include "DumpGPU.h"
#include "DynamicPrimitiveDrawing.h"
#include "RendererModule.h"
#include "ScenePrivate.h"
#include "SceneProxies/SkyAtmosphereSceneProxy.h"
#include "SceneProxies/SkyLightSceneProxy.h"
#include "PostProcess/DiaphragmDOF.h"
#include "PostProcess/SceneFilterRendering.h"
#include "PostProcess/PostProcessEyeAdaptation.h"
#include "PostProcess/PostProcessSubsurface.h"
#include "PostProcess/TemporalAA.h"
#include "PostProcess/PostProcessUpscale.h"
#include "PostProcess/PostProcessing.h"
#include "PostProcess/PostProcessTonemap.h"
#include "CompositionLighting/CompositionLighting.h"
#include "LegacyScreenPercentageDriver.h"
#include "SceneViewExtension.h"
#include "ShadowRendering.h"
#include "ComponentRecreateRenderStateContext.h"
#include "PhysicsField/PhysicsFieldComponent.h"
#include "HdrCustomResolveShaders.h"
#include "WideCustomResolveShaders.h"
#include "PipelineStateCache.h"
#include "GPUSkinCache.h"
#include "PrecomputedVolumetricLightmap.h"
#include "RenderUtils.h"
#include "SceneUtils.h"
#include "ResolveShader.h"
#include "DeviceProfiles/DeviceProfileManager.h"
#include "DeviceProfiles/DeviceProfile.h"
#include "VirtualTextureEnum.h"
#include "VirtualTexturing.h"
#include "VisualizeTexturePresent.h"
#include "GPUScene.h"
#include "TranslucentRendering.h"
#include "VisualizeTexture.h"
#include "MeshDrawCommands.h"
#include "HAL/LowLevelMemTracker.h"
#include "IXRTrackingSystem.h"
#include "IXRCamera.h"
#include "IHeadMountedDisplay.h"
#include "SingleLayerWaterRendering.h"
#include "HairStrands/HairStrandsVisibility.h"
#include "SystemTextures.h"
#include "VirtualShadowMaps/VirtualShadowMapClipmap.h"
#include "VirtualShadowMaps/VirtualShadowMapCacheManager.h"
#include "Misc/AutomationTest.h"
#include "Engine/TextureCube.h"
#include "GPUSkinCacheVisualizationData.h"
#include "RayTracing/RayTracing.h"
#include "RayTracing/RayTracingScene.h"
#include "Rendering/RayTracingGeometryManager.h"
#include "FXSystem.h"
#include "Lumen/Lumen.h"
#include "Nanite/Nanite.h"
#include "Nanite/NaniteRayTracing.h"
#include "DistanceFieldLightingShared.h"
#include "RendererOnScreenNotification.h"
#include "Rendering/NaniteCoarseMeshStreamingManager.h"
#include "Rendering/NaniteStreamingManager.h"
#include "RectLightTextureManager.h"
#include "IESTextureManager.h"
#include "DynamicResolutionState.h"
#include "NaniteVisualizationData.h"
#include "Shadows/ShadowSceneRenderer.h"
#include "TextureResource.h"
#include "RenderCounters.h"
#include "RenderCore.h"
#include "SkyAtmosphereRendering.h"
#include "VolumetricCloudRendering.h"
#include "VolumetricFog.h"
#include "PrimitiveSceneShaderData.h"
#include "Engine/SpecularProfile.h"
#include "Engine/VolumeTexture.h"
#include "GPUDebugCrashUtils.h"
#include "MeshDrawCommandStats.h"
#include "LocalFogVolumeRendering.h"
#include "OIT/OIT.h"
#include "TranslucentLighting.h"
#include "Rendering/CustomRenderPass.h"
#include "Stats/ThreadIdleStats.h"
#include "CustomRenderPassSceneCapture.h"
#include "LightFunctionAtlas.h"
#include "EnvironmentComponentsFlags.h"
#include "Math/RotationMatrix.h"
#include "VolumetricCloudProxy.h"
#include "VT/VirtualTextureFeedbackResource.h"
#include "VT/VirtualTextureScalability.h"
#include "VT/VirtualTextureSystem.h"
#include "SceneRenderBuilder.h"
#include <type_traits>
#include "BlueNoise.h"
#include "Renderer/ViewSnapshotCache.h"
#include "ShaderCompiler.h"
#include "Quantization.h"
#include "MaterialCache/MaterialCacheTagProvider.h"
#include "RenderViewportFeedback.h"

Classes

struct  FSceneUniformBufferBlackboardStruct
 
class  FScenePrimitiveRenderingContext
 
class  FConsoleVariableAutoCompleteVisitor
 
class  FDummySceneColorResolveBuffer
 

Macros

#define FASTVRAM_CVAR(Name, DefaultValue)   static TAutoConsoleVariable<int32> CVarFastVRam_##Name(TEXT("r.FastVRam."#Name), DefaultValue, TEXT(""))
 
#define CANVAS_HEADER(txt)
 
#define CANVAS_LINE(bHighlight, txt, ...)
 

Functions

 DEFINE_LOG_CATEGORY (LogSceneCapture)
 
bool UseCachedMeshDrawCommands ()
 
bool UseCachedMeshDrawCommands_AnyThread ()
 
bool IsDynamicInstancingEnabled (ERHIFeatureLevel::Type FeatureLevel)
 
PRAGMA_DISABLE_DEPRECATION_WARNINGS int32 GetMaxNumReflectionCaptures (EShaderPlatform ShaderPlatform)
 
FAutoConsoleVariableRef CVarDumpInstancingStats (TEXT("r.MeshDrawCommands.LogDynamicInstancingStats"), GDumpInstancingStats, TEXT("Whether to log dynamic instancing stats on the next frame"), ECVF_Scalability|ECVF_RenderThreadSafe)
 
FAutoConsoleVariableRef CVarDumpMeshDrawCommandMemoryStats (TEXT("r.MeshDrawCommands.LogMeshDrawCommandMemoryStats"), GDumpMeshDrawCommandMemoryStats, TEXT("Whether to log mesh draw command memory stats on the next frame"), ECVF_Scalability|ECVF_RenderThreadSafe)
 
void CleanupOcclusionSubmittedFence ()
 
int32 GetTranslucencyLightingVolumeDim ()
 
bool GetSubstrateEnabledUseRoughRefraction ()
 
 DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer ViewExtensionPostRenderView"), STAT_FDeferredShadingSceneRenderer_ViewExtensionPostRenderView, STATGROUP_SceneRendering)
 
 DECLARE_CYCLE_STAT (TEXT("DeferredShadingSceneRenderer ViewExtensionPreRenderView"), STAT_FDeferredShadingSceneRenderer_ViewExtensionPreRenderView, STATGROUP_SceneRendering)
 
 FASTVRAM_CVAR (GBufferA, 0)
 
 FASTVRAM_CVAR (GBufferB, 1)
 
 FASTVRAM_CVAR (GBufferC, 0)
 
 FASTVRAM_CVAR (GBufferD, 0)
 
 FASTVRAM_CVAR (GBufferE, 0)
 
 FASTVRAM_CVAR (GBufferF, 0)
 
 FASTVRAM_CVAR (GBufferVelocity, 0)
 
 FASTVRAM_CVAR (HZB, 1)
 
 FASTVRAM_CVAR (SceneDepth, 1)
 
 FASTVRAM_CVAR (SceneColor, 1)
 
 FASTVRAM_CVAR (Bloom, 1)
 
 FASTVRAM_CVAR (BokehDOF, 1)
 
 FASTVRAM_CVAR (CircleDOF, 1)
 
 FASTVRAM_CVAR (CombineLUTs, 1)
 
 FASTVRAM_CVAR (Downsample, 1)
 
 FASTVRAM_CVAR (EyeAdaptation, 1)
 
 FASTVRAM_CVAR (Histogram, 1)
 
 FASTVRAM_CVAR (HistogramReduce, 1)
 
 FASTVRAM_CVAR (VelocityFlat, 1)
 
 FASTVRAM_CVAR (VelocityMax, 1)
 
 FASTVRAM_CVAR (MotionBlur, 1)
 
 FASTVRAM_CVAR (Tonemap, 1)
 
 FASTVRAM_CVAR (Upscale, 1)
 
 FASTVRAM_CVAR (DistanceFieldNormal, 1)
 
 FASTVRAM_CVAR (DistanceFieldAOHistory, 1)
 
 FASTVRAM_CVAR (DistanceFieldAODownsampledBentNormal, 1)
 
 FASTVRAM_CVAR (DistanceFieldAOBentNormal, 0)
 
 FASTVRAM_CVAR (DistanceFieldIrradiance, 0)
 
 FASTVRAM_CVAR (DistanceFieldShadows, 1)
 
 FASTVRAM_CVAR (Distortion, 1)
 
 FASTVRAM_CVAR (ScreenSpaceShadowMask, 1)
 
 FASTVRAM_CVAR (VolumetricFog, 1)
 
 FASTVRAM_CVAR (SeparateTranslucency, 0)
 
 FASTVRAM_CVAR (SeparateTranslucencyModulate, 0)
 
 FASTVRAM_CVAR (ScreenSpaceAO, 0)
 
 FASTVRAM_CVAR (SSR, 0)
 
 FASTVRAM_CVAR (DBufferA, 0)
 
 FASTVRAM_CVAR (DBufferB, 0)
 
 FASTVRAM_CVAR (DBufferC, 0)
 
 FASTVRAM_CVAR (DBufferMask, 0)
 
 FASTVRAM_CVAR (DOFSetup, 1)
 
 FASTVRAM_CVAR (DOFReduce, 1)
 
 FASTVRAM_CVAR (DOFPostfilter, 1)
 
 FASTVRAM_CVAR (PostProcessMaterial, 1)
 
 FASTVRAM_CVAR (CustomDepth, 0)
 
 FASTVRAM_CVAR (ShadowPointLight, 0)
 
 FASTVRAM_CVAR (ShadowPerObject, 0)
 
 FASTVRAM_CVAR (ShadowCSM, 0)
 
 FASTVRAM_CVAR (DistanceFieldCulledObjectBuffers, 1)
 
 FASTVRAM_CVAR (DistanceFieldTileIntersectionResources, 1)
 
 FASTVRAM_CVAR (DistanceFieldAOScreenGridResources, 1)
 
 FASTVRAM_CVAR (ForwardLightingCullingResources, 1)
 
 FASTVRAM_CVAR (GlobalDistanceFieldCullGridBuffers, 1)
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS bool IsHMDHiddenAreaMaskActive ()
 
void UpdateNoiseTextureParameters (FViewUniformShaderParameters &ViewUniformShaderParameters)
 
void SetupPrecomputedVolumetricLightmapUniformBufferParameters (const FScene *Scene, FEngineShowFlags EngineShowFlags, FViewUniformShaderParameters &ViewUniformShaderParameters)
 
void SetupPhysicsFieldUniformBufferParameters (const FScene *Scene, FEngineShowFlags EngineShowFlags, FViewUniformShaderParameters &ViewUniformShaderParameters)
 
TUniformBufferRef< FMobileDirectionalLightShaderParameters > & GetNullMobileDirectionalLightShaderParameters ()
 
template<typename T >
T * CheckPointer (T *Ptr)
 
 RDG_REGISTER_BLACKBOARD_STRUCT (FSceneUniformBufferBlackboardStruct)
 
void ResetAndShrinkModifiedBounds (TArray< FBox > &Bounds)
 
void OnChangeCVarRequiringRecreateRenderState (IConsoleVariable *Var)
 
TSharedRef< ISceneViewExtension, ESPMode::ThreadSafeGetRendererViewExtension ()
 
void AddResolveSceneColorPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureMSAA SceneColor)
 
void AddResolveSceneColorPass (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureMSAA SceneColor)
 
void AddResolveSceneDepthPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureMSAA SceneDepth)
 
void AddResolveSceneDepthPass (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureMSAA SceneDepth)
 
void VirtualTextureFeedbackBegin (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FIntPoint SceneTextureExtent)
 
FRDGTextureRef CreateHalfResolutionDepthCheckerboardMinMax (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureRef SceneDepthTexture)
 
FRDGTextureRef CreateQuarterResolutionDepthMinAndMax (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureRef InputDepthTexture)
 
void CreateQuarterResolutionDepthMinAndMaxFromDepthTexture (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureRef DepthTexture, FRDGTextureRef &OutHalfResMinMax, FRDGTextureRef &OutQuarterResMinMax)
 
bool IsPrimitiveAlphaHoldoutEnabled (const FViewInfo &View)
 
bool IsPrimitiveAlphaHoldoutEnabledForAnyView (TArrayView< const FViewInfo > Views)
 
bool SceneCaptureRequiresAlphaChannel (const FSceneView &View)
 
bool DoMaterialAndPrimitiveModifyMeshPosition (const FMaterial &Material, const FPrimitiveSceneProxy *PrimitiveSceneProxy)
 

Variables

int32 GSceneCaptureDepthPrepassOptimization = 0
 
FAutoConsoleVariableRef CVarEnableSceneCaptureLogging (TEXT("r.SceneCapture.EnableLogging"), FSceneCaptureLogUtils::bEnableSceneCaptureLogging, TEXT("Enable logging of scene captures."))
 
PRAGMA_ENABLE_DEPRECATION_WARNINGS int32 GDumpInstancingStats = 0
 
int32 GDumpMeshDrawCommandMemoryStats = 0
 
TAutoConsoleVariable< int32CVarRHICmdMinDrawsPerParallelCmdList (TEXT("r.RHICmdMinDrawsPerParallelCmdList"), 64, TEXT("The minimum number of draws per cmdlist. If the total number of draws is less than this, then no parallel work will be done at all. This can't always be honored or done correctly."))
 
FFastVramConfig GFastVRamConfig
 
TSet< IPersistentViewUniformBufferExtension * > PersistentViewUniformBufferExtensions
 
CORE_API bool GRenderThreadPollingOn
 
TGlobalResource< FDummySceneColorResolveBufferGResolveDummyVertexBuffer
 

Macro Definition Documentation

◆ CANVAS_HEADER

#define CANVAS_HEADER (   txt)
Value:
{ \
Canvas.DrawItem(SmallTextItem, Pos); \
Pos.Y += FontSizeY; \
}
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
static CORE_API FText FromString(const ANSICHAR *String)
Definition Text.cpp:1081
static CORE_API const FLinearColor Gray
Definition Color.h:457

◆ CANVAS_LINE

#define CANVAS_LINE (   bHighlight,
  txt,
  ... 
)
Value:
{ \
SmallTextItem.Text = FText::FromString(FString::Printf(txt, __VA_ARGS__)); \
Canvas.DrawItem(SmallTextItem, Pos); \
Pos.Y += FontSizeY; \
}
Definition Color.h:48
static CORE_API const FLinearColor Red
Definition Color.h:460

◆ FASTVRAM_CVAR

#define FASTVRAM_CVAR (   Name,
  DefaultValue 
)    static TAutoConsoleVariable<int32> CVarFastVRam_##Name(TEXT("r.FastVRam."#Name), DefaultValue, TEXT(""))

Function Documentation

◆ AddResolveSceneColorPass() [1/2]

void AddResolveSceneColorPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
FRDGTextureMSAA  SceneColor 
)

Resolves the view rect of scene color or depth using either a custom resolve or hardware resolve.

◆ AddResolveSceneColorPass() [2/2]

void AddResolveSceneColorPass ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
FRDGTextureMSAA  SceneColor 
)

Resolves all views for scene color / depth.

◆ AddResolveSceneDepthPass() [1/2]

void AddResolveSceneDepthPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
FRDGTextureMSAA  SceneDepth 
)

Chooses one of many ResolvePS variants

◆ AddResolveSceneDepthPass() [2/2]

void AddResolveSceneDepthPass ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
FRDGTextureMSAA  SceneDepth 
)

◆ CheckPointer()

template<typename T >
T * CheckPointer ( T *  Ptr)
inline

◆ CleanupOcclusionSubmittedFence()

void CleanupOcclusionSubmittedFence ( )

◆ CreateHalfResolutionDepthCheckerboardMinMax()

FRDGTextureRef CreateHalfResolutionDepthCheckerboardMinMax ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
FRDGTextureRef  SceneDepth 
)

Creates a half resolution checkerboard min / max depth buffer from the input full resolution depth buffer.

◆ CreateQuarterResolutionDepthMinAndMax()

FRDGTextureRef CreateQuarterResolutionDepthMinAndMax ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
FRDGTextureRef  DepthTexture 
)

Creates a half resolution depth buffer storing the min and max depth for each 2x2 pixel quad of a half resolution buffer.

◆ CreateQuarterResolutionDepthMinAndMaxFromDepthTexture()

void CreateQuarterResolutionDepthMinAndMaxFromDepthTexture ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
FRDGTextureRef  DepthTexture,
FRDGTextureRef OutHalfResMinMax,
FRDGTextureRef OutQuarterResMinMax 
)

Creates a quarter resolution depth buffer storing the min and max depth for each 4x4 pixel quad of the depth buffer.

◆ CVarDumpInstancingStats()

FAutoConsoleVariableRef CVarDumpInstancingStats ( TEXT("r.MeshDrawCommands.LogDynamicInstancingStats")  ,
GDumpInstancingStats  ,
TEXT("Whether to log dynamic instancing stats on the next frame" ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ CVarDumpMeshDrawCommandMemoryStats()

FAutoConsoleVariableRef CVarDumpMeshDrawCommandMemoryStats ( TEXT("r.MeshDrawCommands.LogMeshDrawCommandMemoryStats")  ,
GDumpMeshDrawCommandMemoryStats  ,
TEXT("Whether to log mesh draw command memory stats on the next frame" ,
ECVF_Scalability ECVF_RenderThreadSafe 
)

◆ DECLARE_CYCLE_STAT() [1/2]

◆ DECLARE_CYCLE_STAT() [2/2]

◆ DEFINE_LOG_CATEGORY()

DEFINE_LOG_CATEGORY ( LogSceneCapture  )

◆ DoMaterialAndPrimitiveModifyMeshPosition()

bool DoMaterialAndPrimitiveModifyMeshPosition ( const FMaterial Material,
const FPrimitiveSceneProxy PrimitiveSceneProxy 
)

Checks whether the material and scene proxy combination will modify the mesh position. Useful for determining whether the material can be substituted with a default material for depth rendering etc.

◆ FASTVRAM_CVAR() [1/53]

FASTVRAM_CVAR ( Bloom  ,
 
)

◆ FASTVRAM_CVAR() [2/53]

FASTVRAM_CVAR ( BokehDOF  ,
 
)

◆ FASTVRAM_CVAR() [3/53]

FASTVRAM_CVAR ( CircleDOF  ,
 
)

◆ FASTVRAM_CVAR() [4/53]

FASTVRAM_CVAR ( CombineLUTs  ,
 
)

◆ FASTVRAM_CVAR() [5/53]

FASTVRAM_CVAR ( CustomDepth  ,
 
)

◆ FASTVRAM_CVAR() [6/53]

FASTVRAM_CVAR ( DBufferA  ,
 
)

◆ FASTVRAM_CVAR() [7/53]

FASTVRAM_CVAR ( DBufferB  ,
 
)

◆ FASTVRAM_CVAR() [8/53]

FASTVRAM_CVAR ( DBufferC  ,
 
)

◆ FASTVRAM_CVAR() [9/53]

FASTVRAM_CVAR ( DBufferMask  ,
 
)

◆ FASTVRAM_CVAR() [10/53]

FASTVRAM_CVAR ( DistanceFieldAOBentNormal  ,
 
)

◆ FASTVRAM_CVAR() [11/53]

FASTVRAM_CVAR ( DistanceFieldAODownsampledBentNormal  ,
 
)

◆ FASTVRAM_CVAR() [12/53]

FASTVRAM_CVAR ( DistanceFieldAOHistory  ,
 
)

◆ FASTVRAM_CVAR() [13/53]

FASTVRAM_CVAR ( DistanceFieldAOScreenGridResources  ,
 
)

◆ FASTVRAM_CVAR() [14/53]

FASTVRAM_CVAR ( DistanceFieldCulledObjectBuffers  ,
 
)

◆ FASTVRAM_CVAR() [15/53]

FASTVRAM_CVAR ( DistanceFieldIrradiance  ,
 
)

◆ FASTVRAM_CVAR() [16/53]

FASTVRAM_CVAR ( DistanceFieldNormal  ,
 
)

◆ FASTVRAM_CVAR() [17/53]

FASTVRAM_CVAR ( DistanceFieldShadows  ,
 
)

◆ FASTVRAM_CVAR() [18/53]

FASTVRAM_CVAR ( DistanceFieldTileIntersectionResources  ,
 
)

◆ FASTVRAM_CVAR() [19/53]

FASTVRAM_CVAR ( Distortion  ,
 
)

◆ FASTVRAM_CVAR() [20/53]

FASTVRAM_CVAR ( DOFPostfilter  ,
 
)

◆ FASTVRAM_CVAR() [21/53]

FASTVRAM_CVAR ( DOFReduce  ,
 
)

◆ FASTVRAM_CVAR() [22/53]

FASTVRAM_CVAR ( DOFSetup  ,
 
)

◆ FASTVRAM_CVAR() [23/53]

FASTVRAM_CVAR ( Downsample  ,
 
)

◆ FASTVRAM_CVAR() [24/53]

FASTVRAM_CVAR ( EyeAdaptation  ,
 
)

◆ FASTVRAM_CVAR() [25/53]

FASTVRAM_CVAR ( ForwardLightingCullingResources  ,
 
)

◆ FASTVRAM_CVAR() [26/53]

FASTVRAM_CVAR ( GBufferA  ,
 
)

◆ FASTVRAM_CVAR() [27/53]

FASTVRAM_CVAR ( GBufferB  ,
 
)

◆ FASTVRAM_CVAR() [28/53]

FASTVRAM_CVAR ( GBufferC  ,
 
)

◆ FASTVRAM_CVAR() [29/53]

FASTVRAM_CVAR ( GBufferD  ,
 
)

◆ FASTVRAM_CVAR() [30/53]

FASTVRAM_CVAR ( GBufferE  ,
 
)

◆ FASTVRAM_CVAR() [31/53]

FASTVRAM_CVAR ( GBufferF  ,
 
)

◆ FASTVRAM_CVAR() [32/53]

FASTVRAM_CVAR ( GBufferVelocity  ,
 
)

◆ FASTVRAM_CVAR() [33/53]

FASTVRAM_CVAR ( GlobalDistanceFieldCullGridBuffers  ,
 
)

◆ FASTVRAM_CVAR() [34/53]

FASTVRAM_CVAR ( Histogram  ,
 
)

◆ FASTVRAM_CVAR() [35/53]

FASTVRAM_CVAR ( HistogramReduce  ,
 
)

◆ FASTVRAM_CVAR() [36/53]

FASTVRAM_CVAR ( HZB  ,
 
)

◆ FASTVRAM_CVAR() [37/53]

FASTVRAM_CVAR ( MotionBlur  ,
 
)

◆ FASTVRAM_CVAR() [38/53]

FASTVRAM_CVAR ( PostProcessMaterial  ,
 
)

◆ FASTVRAM_CVAR() [39/53]

FASTVRAM_CVAR ( SceneColor  ,
 
)

◆ FASTVRAM_CVAR() [40/53]

FASTVRAM_CVAR ( SceneDepth  ,
 
)

◆ FASTVRAM_CVAR() [41/53]

FASTVRAM_CVAR ( ScreenSpaceAO  ,
 
)

◆ FASTVRAM_CVAR() [42/53]

FASTVRAM_CVAR ( ScreenSpaceShadowMask  ,
 
)

◆ FASTVRAM_CVAR() [43/53]

FASTVRAM_CVAR ( SeparateTranslucency  ,
 
)

◆ FASTVRAM_CVAR() [44/53]

FASTVRAM_CVAR ( SeparateTranslucencyModulate  ,
 
)

◆ FASTVRAM_CVAR() [45/53]

FASTVRAM_CVAR ( ShadowCSM  ,
 
)

◆ FASTVRAM_CVAR() [46/53]

FASTVRAM_CVAR ( ShadowPerObject  ,
 
)

◆ FASTVRAM_CVAR() [47/53]

FASTVRAM_CVAR ( ShadowPointLight  ,
 
)

◆ FASTVRAM_CVAR() [48/53]

FASTVRAM_CVAR ( SSR  ,
 
)

◆ FASTVRAM_CVAR() [49/53]

FASTVRAM_CVAR ( Tonemap  ,
 
)

◆ FASTVRAM_CVAR() [50/53]

FASTVRAM_CVAR ( Upscale  ,
 
)

◆ FASTVRAM_CVAR() [51/53]

FASTVRAM_CVAR ( VelocityFlat  ,
 
)

◆ FASTVRAM_CVAR() [52/53]

FASTVRAM_CVAR ( VelocityMax  ,
 
)

◆ FASTVRAM_CVAR() [53/53]

FASTVRAM_CVAR ( VolumetricFog  ,
 
)

◆ GetMaxNumReflectionCaptures()

PRAGMA_DISABLE_DEPRECATION_WARNINGS int32 GetMaxNumReflectionCaptures ( EShaderPlatform  ShaderPlatform)

◆ GetNullMobileDirectionalLightShaderParameters()

TUniformBufferRef< FMobileDirectionalLightShaderParameters > & GetNullMobileDirectionalLightShaderParameters ( )
extern

◆ GetRendererViewExtension()

TSharedRef< ISceneViewExtension, ESPMode::ThreadSafe > GetRendererViewExtension ( )

◆ GetSubstrateEnabledUseRoughRefraction()

bool GetSubstrateEnabledUseRoughRefraction ( )
extern

◆ GetTranslucencyLightingVolumeDim()

int32 GetTranslucencyLightingVolumeDim ( )
extern

Function returning current translucency lighting volume dimensions.

◆ IsDynamicInstancingEnabled()

bool IsDynamicInstancingEnabled ( ERHIFeatureLevel::Type  FeatureLevel)

◆ IsHMDHiddenAreaMaskActive()

PRAGMA_ENABLE_DEPRECATION_WARNINGS bool IsHMDHiddenAreaMaskActive ( )

◆ IsPrimitiveAlphaHoldoutEnabled()

bool IsPrimitiveAlphaHoldoutEnabled ( const FViewInfo View)

Checks whether primitive alpha holdout is active.

◆ IsPrimitiveAlphaHoldoutEnabledForAnyView()

bool IsPrimitiveAlphaHoldoutEnabledForAnyView ( TArrayView< const FViewInfo Views)

Checks whether primitive alpha holdout is active for any view.

◆ OnChangeCVarRequiringRecreateRenderState()

void OnChangeCVarRequiringRecreateRenderState ( IConsoleVariable Var)

◆ RDG_REGISTER_BLACKBOARD_STRUCT()

RDG_REGISTER_BLACKBOARD_STRUCT ( FSceneUniformBufferBlackboardStruct  )

◆ ResetAndShrinkModifiedBounds()

void ResetAndShrinkModifiedBounds ( TArray< FBox > &  Bounds)

◆ SceneCaptureRequiresAlphaChannel()

bool SceneCaptureRequiresAlphaChannel ( const FSceneView View)

◆ SetupPhysicsFieldUniformBufferParameters()

void SetupPhysicsFieldUniformBufferParameters ( const FScene Scene,
FEngineShowFlags  EngineShowFlags,
FViewUniformShaderParameters ViewUniformShaderParameters 
)

◆ SetupPrecomputedVolumetricLightmapUniformBufferParameters()

void SetupPrecomputedVolumetricLightmapUniformBufferParameters ( const FScene Scene,
FEngineShowFlags  EngineShowFlags,
FViewUniformShaderParameters ViewUniformShaderParameters 
)

◆ UpdateNoiseTextureParameters()

void UpdateNoiseTextureParameters ( FViewUniformShaderParameters ViewUniformShaderParameters)

◆ UseCachedMeshDrawCommands()

bool UseCachedMeshDrawCommands ( )

◆ UseCachedMeshDrawCommands_AnyThread()

bool UseCachedMeshDrawCommands_AnyThread ( )

◆ VirtualTextureFeedbackBegin()

void VirtualTextureFeedbackBegin ( FRDGBuilder GraphBuilder,
TArrayView< const FViewInfo Views,
FIntPoint  SceneTextureExtent 
)

Prepares virtual textures for feedback updates.

Variable Documentation

◆ CVarEnableSceneCaptureLogging

FAutoConsoleVariableRef CVarEnableSceneCaptureLogging(TEXT("r.SceneCapture.EnableLogging"), FSceneCaptureLogUtils::bEnableSceneCaptureLogging, TEXT("Enable logging of scene captures.")) ( TEXT("r.SceneCapture.EnableLogging")  ,
FSceneCaptureLogUtils::bEnableSceneCaptureLogging  ,
TEXT("Enable logging of scene captures."  
)

◆ CVarRHICmdMinDrawsPerParallelCmdList

TAutoConsoleVariable< int32 > CVarRHICmdMinDrawsPerParallelCmdList(TEXT("r.RHICmdMinDrawsPerParallelCmdList"), 64, TEXT("The minimum number of draws per cmdlist. If the total number of draws is less than this, then no parallel work will be done at all. This can't always be honored or done correctly.")) ( TEXT("r.RHICmdMinDrawsPerParallelCmdList")  ,
64  ,
TEXT("The minimum number of draws per cmdlist. If the total number of draws is less than this, then no parallel work will be done at all. This can't always be honored or done correctly."  
)

◆ GDumpInstancingStats

PRAGMA_ENABLE_DEPRECATION_WARNINGS int32 GDumpInstancingStats = 0

◆ GDumpMeshDrawCommandMemoryStats

int32 GDumpMeshDrawCommandMemoryStats = 0

◆ GFastVRamConfig

FFastVramConfig GFastVRamConfig

◆ GRenderThreadPollingOn

CORE_API bool GRenderThreadPollingOn
extern

RT Task Graph polling.

◆ GResolveDummyVertexBuffer

TGlobalResource<FDummySceneColorResolveBuffer> GResolveDummyVertexBuffer

◆ GSceneCaptureDepthPrepassOptimization

int32 GSceneCaptureDepthPrepassOptimization = 0

◆ PersistentViewUniformBufferExtensions

TSet<IPersistentViewUniformBufferExtension*> PersistentViewUniformBufferExtensions
extern