105 struct FInstanceDraw;
258 UseSceneColorCopyPerPass[i] =
false;
267 Count[i] +=
InSrc.Count[i];
268 UseSceneColorCopyPerPass[i] |=
InSrc.UseSceneColorCopyPerPass[i];
296 return UseSceneColorCopyPerPass[
InPass];
319 struct FFrameOcclusionQueries
322 int32 FirstFreeIndex;
323 uint32 OcclusionFrameCounter;
325 FFrameOcclusionQueries()
327 , OcclusionFrameCounter(0)
332 uint32 CurrentFrameIndex = 0;
333 uint32 OcclusionFrameCounter = -1;
334 uint32 NumBufferedFrames = 0;
354 bool HasBatches(
void)
const {
return (NumBatchedPrimitives > 0); }
366 return BatchOcclusionQueries.Num();
371 struct FOcclusionBatch
381 FOcclusionBatch* CurrentBatchOcclusionQuery;
384 const uint32 MaxBatchedPrimitives;
387 uint32 NumBatchedPrimitives;
422 enum { SizeX = 256 };
423 enum { SizeY = 256 };
424 enum { FrameNumberMask = 0x7fffffff };
425 enum { InvalidFrameNumber = 0xffffffff };
429 const uint8* ResultsBuffer;
430 int32 ResultsBufferRowPitch;
433 bool IsInvalidFrame()
const;
436 void SetInvalidFrameNumber();
447 template <
typename ParameterStructType>
449 : StaticUniformBuffers(GetStaticUniformBuffers(ParameterStruct))
454 RenderPassInfo = GetRenderPassInfo(ParameterStruct);
489 void Dispatch(
bool bHighPriority =
false);
546 bHighPriority =
true;
552 bool bHighPriority =
false;
585 :
Center(0.0f, 0.0f, 0.0f)
587 ,
Extent(0.0f, 0.0f, 0.0f)
709 ForwardLightUniformParameters =
UniformBuffer->GetContents();
801UE_DEPRECATED(5.4,
"Using GMaxNumReflectionCaptures directly is deprecated. Please use GetMaxNumReflectionCaptures(EShaderPlatform) instead")
820static const
int32 GMobileMaxNumReflectionCaptures = 100;
842 static constexpr int32 kRenderTargetCount = 2;
865 return RT[0].IsValid();
941 return RT[0].IsValid();
1042#if UE_ENABLE_DEBUG_DRAWING
1276#if UE_ENABLE_DEBUG_DRAWING
1515 return LumenTranslucencyGIVolume;
1520 return LumenTranslucencyGIVolume;
1639#if DO_CHECK || USING_CODE_ANALYSIS
1821 int32 WorldTextureGroupMaxAnisotropy;
1822 bool bIsValidTextureGroupSamplerFilters;
1878 int64 MemorySize = 0;
1931 int64 MemorySize = 0;
1985 return *SceneTextures;
1991 return *SceneTextures;
2047 SceneExtensionsRenderers.
Begin(*
this, EngineShowFlags, bValidateCallbacks);
2122 template <
typename LambdaType>
2140 template <
typename LambdaType>
2180#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2291 float VolumetricFogDistance,
2343 bool bVisualizeAmbientOcclusion,
2472 bool bStaticSceneOnly,
2645#if !UE_BUILD_SHIPPING
2655 checkf(bShadowDepthRenderCompleted,
TEXT(
"Shadow depth rendering was not done before shadow projections, this will cause severe shadow artifacts and indicates an engine bug (pass ordering)"));
2661 void ComputeFamilySize();
2669 bool bShadowDepthRenderCompleted;
2703 template <
typename LambdaType>
2708 if (Lambda(Family->EngineShowFlags))
2716 template <
typename LambdaType>
2742template <
typename LambdaType,
typename PrerequisiteTaskCollectionType>
2758template <
typename LambdaType>
2773template <
typename ReturnType,
typename LambdaType,
typename PrerequisiteTaskCollectionType>
2790template <
typename PrerequisiteTaskCollectionType>
2874#if UE_ENABLE_DEBUG_DRAWING
2937 const bool bGammaSpace;
2938 const bool bDeferredShading;
2939 const bool bRequiresDBufferDecals;
2940 const bool bUseVirtualTexturing;
2941 const bool bSupportsSimpleLights;
2942 bool bTonemapSubpass;
2943 bool bTonemapSubpassInline;
2944 int32 NumMSAASamples;
2945 bool bRenderToSceneColor;
2946 bool bRequiresMultiPass;
2947 bool bKeepDepthContent;
2948 bool bModulatedShadowsInUse;
2949 bool bShouldRenderCustomDepth;
2950 bool bShouldRenderVelocities;
2951 bool bShouldRenderHZB;
2952 bool bIsFullDepthPrepassEnabled;
2953 bool bIsMaskedOnlyDepthPrepassEnabled;
2954 bool bRequiresSceneDepthAux;
2955 bool bEnableClusteredLocalLights;
2956 bool bEnableClusteredReflections;
2957 bool bRequiresShadowProjections;
2958 bool bAdrenoOcclusionMode;
2959 bool bEnableDistanceFieldAO;
3106 check(Views.
Num() == 1 || Views[0].Family == Views.
Last().Family);
3112 check(Views.
Num() == 1 || Views[0].Family == Views.
Last().Family);
3118 check(Views.
Num() == 1 || Views[0].Family == Views.
Last().Family);
3124 check(Views.
Num() == 1 || Views[0].Family == Views.
Last().Family);
#define NULL
Definition oodle2base.h:134
constexpr auto MakeArrayView(OtherRangeType &&Other)
Definition ArrayView.h:873
#define checkSlow(expr)
Definition AssertionMacros.h:332
#define check(expr)
Definition AssertionMacros.h:314
#define checkf(expr, format,...)
Definition AssertionMacros.h:315
@ EParallelRenderingThread
@ INDEX_NONE
Definition CoreMiscDefines.h:150
#define UE_DEPRECATED(Version, Message)
Definition CoreMiscDefines.h:302
@ InPlace
Definition CoreMiscDefines.h:162
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define NUM_ATMOSPHERE_LIGHTS
Definition EngineDefines.h:26
#define ENUM_CLASS_FLAGS(Enum)
Definition EnumClassFlags.h:6
@ GDF_Num
Definition GlobalDistanceField.h:21
void Init()
Definition LockFreeList.h:4
#define DECLARE_LOG_CATEGORY_EXTERN(CategoryName, DefaultVerbosity, CompileTimeVerbosity)
Definition LogMacros.h:361
#define UE_SOURCE_LOCATION
Definition PreprocessorHelpers.h:71
EBufferUsageFlags
Definition RHIDefinitions.h:892
ESamplerFilter
Definition RHIDefinitions.h:326
ETextureCreateFlags
Definition RHIDefinitions.h:1091
ERenderTargetLoadAction
Definition RHIDefinitions.h:1253
#define DECLARE_GPU_STAT_NAMED_EXTERN(StatName, NameString)
Definition RealtimeGPUProfiler.h:260
RENDERCORE_API bool GIsThreadedRendering
Definition RenderingThread.cpp:48
bool UseCachedMeshDrawCommands()
Definition SceneRendering.cpp:166
bool IsDynamicInstancingEnabled(ERHIFeatureLevel::Type FeatureLevel)
Definition SceneRendering.cpp:189
EGPUSkinCacheTransition
Definition SceneRendering.h:3052
void AddResolveSceneDepthPass(FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureMSAA SceneDepth)
Definition SceneRendering.cpp:6090
void BeginShadowGatherDynamicMeshElements(FDynamicShadowsTaskData *TaskData)
Definition ShadowSetup.cpp:1485
FRDGTextureRef CreateHalfResolutionDepthCheckerboardMinMax(FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureRef SceneDepth)
Definition SceneRendering.cpp:6219
ESceneRenderCommonShowFlags
Definition SceneRendering.h:2681
FRDGTextureRef CreateQuarterResolutionDepthMinAndMax(FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureRef DepthTexture)
Definition SceneRendering.cpp:6241
void CreateQuarterResolutionDepthMinAndMaxFromDepthTexture(FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureRef DepthTexture, FRDGTextureRef &OutHalfResMinMax, FRDGTextureRef &OutQuarterResMinMax)
Definition SceneRendering.cpp:6260
EGlobalSDFFullRecaptureReason
Definition SceneRendering.h:604
TRDGUniformBufferRef< FForwardLightUniformParameters > CreateDummyForwardLightUniformBuffer(FRDGBuilder &GraphBuilder, EShaderPlatform ShaderPlatform)
Definition LightGridInjection.cpp:255
void AddResolveSceneColorPass(FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureMSAA SceneColor)
Definition SceneRendering.cpp:5916
TArray< uint8, SceneRenderingAllocator > FPrimitiveViewMasks
Definition SceneRendering.h:1838
bool DoMaterialAndPrimitiveModifyMeshPosition(const FMaterial &Material, const FPrimitiveSceneProxy *PrimitiveSceneProxy)
Definition SceneRendering.cpp:6345
FGraphEventRef CreateCompatibilityGraphEvent(PrerequisiteTaskCollectionType &&Prerequisites)
Definition SceneRendering.h:2791
bool IsPrimitiveAlphaHoldoutEnabledForAnyView(TArrayView< const FViewInfo > Views)
Definition SceneRendering.cpp:6305
PRAGMA_DISABLE_DEPRECATION_WARNINGS PRAGMA_ENABLE_DEPRECATION_WARNINGS int32 GetMaxNumReflectionCaptures(EShaderPlatform ShaderPlatform)
Definition SceneRendering.cpp:196
bool SceneCaptureRequiresAlphaChannel(const FSceneView &View)
Definition SceneRendering.cpp:6318
TArray< FRDGTextureRef, TInlineAllocator< 6 > > FColorTargets
Definition SceneRendering.h:2802
bool IsPrimitiveAlphaHoldoutEnabled(const FViewInfo &View)
Definition SceneRendering.cpp:6293
TConstArrayView< FProjectedShadowInfo * > GetProjectedDistanceFieldShadows(const FDynamicShadowsTaskData *TaskData)
Definition ShadowSetup.cpp:1493
RENDERER_API void UpdateNoiseTextureParameters(FViewUniformShaderParameters &ViewUniformShaderParameters)
Definition SceneRendering.cpp:1138
FFastVramConfig GFastVRamConfig
Definition SceneRendering.cpp:788
void VirtualTextureFeedbackBegin(FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FIntPoint SceneTextureExtent)
Definition SceneRendering.cpp:6204
void SetupVolumetricFogGlobalData(const FViewInfo &View, FVolumetricFogGlobalData &Parameters)
Definition VolumetricFog.cpp:1282
UE::Tasks::FTask LaunchSceneRenderTask(const TCHAR *DebugName, LambdaType &&Lambda, PrerequisiteTaskCollectionType &&Prerequisites, bool bExecuteInParallelCondition=true, UE::Tasks::ETaskPriority TaskPriority=UE::Tasks::ETaskPriority::High)
Definition SceneRendering.h:2743
EVolumeUpdateType
Definition SceneRendering.h:558
@ VUT_Heightfields
Definition SceneRendering.h:560
@ VUT_All
Definition SceneRendering.h:561
@ VUT_MeshDistanceFields
Definition SceneRendering.h:559
FViewFamilyInfo & GetViewFamilyInfo(const TArray< FViewInfo > &Views)
Definition SceneRendering.h:3104
bool UseCachedMeshDrawCommands_AnyThread()
Definition SceneRendering.cpp:171
void SetDummyForwardLightUniformBufferOnViews(FRDGBuilder &GraphBuilder, EShaderPlatform ShaderPlatform, TArray< FViewInfo > &Views)
Definition LightGridInjection.cpp:262
bool ShouldUseStereoLumenOptimizations()
Definition LumenDiffuseIndirect.cpp:316
const int32 GMaxForwardShadowCascades
Definition SceneRendering.h:649
@ TVC_MAX
Definition SceneView.h:839
#define SHADER_PARAMETER_RDG_BUFFER_SRV(ShaderType, MemberName)
Definition ShaderParameterMacros.h:1800
#define SHADER_PARAMETER_RDG_TEXTURE(ShaderType, MemberName)
Definition ShaderParameterMacros.h:1752
#define SHADER_PARAMETER_TEXTURE(ShaderType, MemberName)
Definition ShaderParameterMacros.h:1708
#define END_GLOBAL_SHADER_PARAMETER_STRUCT
Definition ShaderParameterMacros.h:1669
#define SHADER_PARAMETER_ARRAY(MemberType, MemberName, ArrayDecl)
Definition ShaderParameterMacros.h:1696
#define SHADER_PARAMETER_SAMPLER(ShaderType, MemberName)
Definition ShaderParameterMacros.h:1740
#define BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT
Definition ShaderParameterMacros.h:1663
#define BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT_WITH_CONSTRUCTOR
Definition ShaderParameterMacros.h:1666
#define SHADER_PARAMETER(MemberType, MemberName)
Definition ShaderParameterMacros.h:1684
EVelocityPass
Definition VelocityRendering.h:20
Definition DynamicRenderScaling.h:172
static CORE_API bool ShouldUseThreadingForPerformance()
Definition App.cpp:300
static FGraphEventRef CreateGraphEvent()
Definition TaskGraphInterfaces.h:743
void DispatchSubsequents(ENamedThreads::Type CurrentThreadIfKnown=ENamedThreads::AnyThread)
Definition TaskGraphInterfaces.h:559
Definition BatchedElements.h:102
Definition SceneRendering.h:582
FClipmapUpdateBounds()
Definition SceneRendering.h:584
bool bExpandByInfluenceRadius
Definition SceneRendering.h:599
FVector Extent
Definition SceneRendering.h:600
FVector Center
Definition SceneRendering.h:598
FClipmapUpdateBounds(const FVector &InCenter, const FVector &InExtent, bool bInExpandByInfluenceRadius)
Definition SceneRendering.h:591
Definition CustomRenderPass.h:50
Definition DeferredShadingRenderer.h:317
Definition DistanceFieldAmbientOcclusion.h:34
Type
Definition RHIResources.h:412
Definition SceneCore.h:147
Definition FXSystem.h:131
Definition SceneRendering.h:703
void SetUniformBuffer(TRDGUniformBufferRef< FForwardLightUniformParameters > UniformBuffer)
Definition SceneRendering.h:705
FRDGBufferUAVRef NumCulledLightsGridUAV
Definition SceneRendering.h:721
FRDGBufferSRVRef NumCulledLightsGridSRV
Definition SceneRendering.h:720
FRDGBufferSRVRef CulledLightDataGridSRV
Definition SceneRendering.h:718
FRDGBufferUAVRef CulledLightDataGridUAV
Definition SceneRendering.h:719
Definition SceneRendering.h:309
void AdvanceFrame(uint32 InOcclusionFrameCounter, uint32 InNumBufferedFrames, bool bStereoRoundRobin)
Definition SceneOcclusion.cpp:406
FFrameBasedOcclusionQueryPool()=default
FRHIRenderQuery * AllocateQuery()
Definition SceneOcclusion.cpp:365
Definition GPUScene.h:186
Definition SceneRendering.h:613
EGlobalSDFFullRecaptureReason FullRecaptureReason
Definition SceneRendering.h:621
TArray< FClipmapUpdateBounds, TInlineAllocator< 64 > > UpdateBounds
Definition SceneRendering.h:624
FBox Bounds
Definition SceneRendering.h:616
FVector ScrollOffset
Definition SceneRendering.h:619
Definition SceneRendering.h:628
void UpdateParameterData(float MaxOcclusionDistance, bool bLumenEnabled, float LumenSceneViewDistance, FVector PreViewTranslation)
Definition GlobalDistanceField.cpp:536
TArray< FGlobalDistanceFieldClipmap > MostlyStaticClipmaps
Definition SceneRendering.h:632
TRefCountPtr< IPooledRenderTarget > PageAtlasTexture
Definition SceneRendering.h:639
FGlobalDistanceFieldParameterData ParameterData
Definition SceneRendering.h:635
TRefCountPtr< IPooledRenderTarget > PageTableCombinedTexture
Definition SceneRendering.h:642
TRefCountPtr< FRDGPooledBuffer > PageObjectGridBuffer
Definition SceneRendering.h:641
TArray< FGlobalDistanceFieldClipmap > Clipmaps
Definition SceneRendering.h:633
TRefCountPtr< FRDGPooledBuffer > PageFreeListAllocatorBuffer
Definition SceneRendering.h:637
TRefCountPtr< IPooledRenderTarget > MipTexture
Definition SceneRendering.h:644
TRefCountPtr< FRDGPooledBuffer > PageFreeListBuffer
Definition SceneRendering.h:638
bool bInitialized
Definition SceneRendering.h:630
TRefCountPtr< IPooledRenderTarget > CoverageAtlasTexture
Definition SceneRendering.h:640
TRefCountPtr< IPooledRenderTarget > PageTableLayerTextures[GDF_Num]
Definition SceneRendering.h:643
Definition GlobalDistanceFieldParameters.h:18
Definition GlobalRenderResources.h:216
Definition GlobalShader.h:173
Definition SceneRendering.h:397
virtual void ReleaseRHI() override
Definition SceneOcclusion.cpp:823
void UnmapResults(FRHICommandListImmediate &RHICmdList)
Definition SceneOcclusion.cpp:871
bool IsValidFrame(uint32 FrameNumber) const
Definition SceneOcclusion.cpp:790
FHZBOcclusionTester()
Definition SceneOcclusion.cpp:783
~FHZBOcclusionTester()
Definition SceneRendering.h:400
uint32 AddBounds(const FVector &BoundsOrigin, const FVector &BoundsExtent)
Definition SceneOcclusion.cpp:831
void SetValidFrameNumber(uint32 FrameNumber)
Definition SceneOcclusion.cpp:795
uint64 GetGPUSizeBytes(bool bLogSizes) const
Definition SceneViewState.cpp:88
virtual void InitRHI(FRHICommandListBase &RHICmdList) override
Definition SceneOcclusion.cpp:815
uint32 GetNum() const
Definition SceneRendering.h:406
void Submit(FRDGBuilder &GraphBuilder, const FViewInfo &View)
Definition SceneOcclusion.cpp:946
void MapResults(FRHICommandListImmediate &RHICmdList)
Definition SceneOcclusion.cpp:840
Definition HitProxies.h:218
Definition InstanceCullingManager.h:45
Definition SceneCore.h:23
Definition LightSceneInfo.h:208
Definition LightSceneProxy.h:43
Definition LumenFrontLayerTranslucency.h:12
Definition LumenSceneData.h:1002
Definition LumenTranslucencyVolumeLighting.h:20
Definition MaterialShared.h:2058
Definition MegaLights.h:28
Definition SceneRendering.h:150
FSceneBitArray ShadowSubjectPrimitivesEncountered
Definition SceneRendering.h:179
void AddSubjectPrimitive(const FPrimitiveSceneInfo *PrimitiveSceneInfo, int32 PrimitiveId)
Definition SceneRendering.h:153
void InitShadowSubjectPrimitives(int32 PrimitiveCount)
Definition SceneRendering.h:172
TArray< const FPrimitiveSceneInfo *, SceneRenderingAllocator > ShadowSubjectPrimitives
Definition SceneRendering.h:180
const TArray< const FPrimitiveSceneInfo *, SceneRenderingAllocator > & GetShadowSubjectPrimitives() const
Definition SceneRendering.h:165
Definition SceneRendering.h:128
FSceneBitArray MobileCSMStaticMeshVisibilityMap
Definition SceneRendering.h:138
FSceneBitArray MobilePrimitiveCSMReceiverVisibilityMap
Definition SceneRendering.h:137
FMobileCSMVisibilityInfo()
Definition SceneRendering.h:144
uint32 bMobileDynamicCSMInUse
Definition SceneRendering.h:131
FSceneBitArray MobileNonCSMStaticMeshVisibilityMap
Definition SceneRendering.h:141
uint32 bAlwaysUseCSM
Definition SceneRendering.h:134
Definition SceneRendering.h:2808
static bool RequiresMultiPass(int32 NumMSAASamples, EShaderPlatform ShaderPlatform)
Definition MobileShadingRenderer.cpp:2795
static void RenderTranslucency(FRHICommandList &RHICmdList, const FViewInfo &View, TArrayView< FViewInfo > FamilyViewInfos, ETranslucencyPass::Type InStandardTranslucencyPass, EMeshPass::Type InStandardTranslucencyMeshPass, const FInstanceCullingDrawParams *InTranslucencyInstanceCullingDrawParams)
Definition MobileTranslucentRendering.cpp:7
void RenderPrePass(FRHICommandList &RHICmdList, const FViewInfo &View, const FInstanceCullingDrawParams *InstanceCullingDrawParams)
Definition DepthRendering.cpp:686
void PrepareViewVisibilityLists()
Definition MobileShadingRenderer.cpp:383
FRDGTextureRef RenderAmbientOcclusion(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures)
Definition PostProcessAmbientOcclusionMobile.cpp:1278
void RenderFog(FRHICommandList &RHICmdList, const FViewInfo &View)
Definition MobileFogRendering.cpp:124
void PostRenderBasePass(FRHICommandList &RHICmdList, FViewInfo &View)
Definition MobileShadingRenderer.cpp:2734
void RenderMobileDebugView(FRHICommandList &RHICmdList, const FViewInfo &View, const FInstanceCullingDrawParams *DebugViewModeInstanceCullingDrawParams)
Definition MobileShadingRenderer.cpp:2747
static bool ShouldRenderCustomDepth(const FViewInfo &View)
Definition MobileShadingRenderer.cpp:2789
void RenderMobileScreenSpaceShadows(FRDGBuilder &GraphBuilder, FIntPoint Extent, FRDGTextureRef ScreenShadowMaskTexture)
Definition ShadowRendering.cpp:2462
FDynamicShadowsTaskData * InitDynamicShadows(FRDGBuilder &GraphBuilder, FInstanceCullingManager &FInstanceCullingManager)
Definition ShadowSetupMobile.cpp:287
void RenderMobileBasePass(FRHICommandList &RHICmdList, const FViewInfo &View, const FInstanceCullingDrawParams *InstanceCullingDrawParams, const FInstanceCullingDrawParams *SkyPassInstanceCullingDrawParams)
Definition MobileBasePassRendering.cpp:536
void RenderMobileLocalLightsBuffer(FRDGBuilder &GraphBuilder, FSceneTextures &SceneTextures, const FSortedLightSetSceneInfo &SortedLights)
Definition MobileLocalLightsBuffer.cpp:204
void RenderHZB(FRHICommandListImmediate &RHICmdList, const TRefCountPtr< IPooledRenderTarget > &SceneDepthZ)
Definition MobileShadingRenderer.cpp:2984
bool HasStereoMotionVectorRenderTargets(const FSceneTextures &SceneTextures)
Definition MobileShadingRenderer.cpp:1715
void RenderDeferredMultiPass(FRDGBuilder &GraphBuilder, FSceneTextures &SceneTextures, const FSortedLightSetSceneInfo &SortedLightSet, FMobileBasePassTextures &BasePassTextures, FInstanceCullingManager &InstanceCullingManager)
Definition MobileShadingRenderer.cpp:2395
void UpdateDirectionalLightUniformBuffers(FRDGBuilder &GraphBuilder, const FViewInfo &View)
Definition MobileShadingRenderer.cpp:2841
void RenderFullDepthPrepass(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FSceneTextures &SceneTextures, FInstanceCullingManager &InstanceCullingManager, bool bIsSceneCaptureRenderPass=false)
Definition MobileShadingRenderer.cpp:790
void RenderDecals(FRHICommandList &RHICmdList, FViewInfo &View, const FInstanceCullingDrawParams *InstanceCullingDrawParams)
Definition MobileDecalRendering.cpp:47
virtual bool ShouldRenderPrePass() const override
Definition DepthRendering.cpp:680
void PreTonemapMSAA(FRHICommandList &RHICmdList, const FMinimalSceneTextures &SceneTextures)
Definition MobileShadingRenderer.cpp:2911
void RenderStereoMotionVectors(FRDGBuilder &GraphBuilder, FViewInfo &View, const FSceneTextures &SceneTextures, FInstanceCullingManager &InstanceCullingManager)
Definition MobileShadingRenderer.cpp:1649
void InitViews(FRDGBuilder &GraphBuilder, FSceneTexturesConfig &SceneTexturesConfig, FInstanceCullingManager &InstanceCullingManager, FVirtualTextureUpdater *VirtualTextureUpdater, FInitViewTaskDatas &TaskDatas)
Definition MobileShadingRenderer.cpp:461
bool ShouldRenderHZB(TArrayView< FViewInfo > InViews)
Definition MobileShadingRenderer.cpp:2954
void RenderForward(FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture, FSceneTextures &SceneTextures, FMobileBasePassTextures &BasePassTextures, FInstanceCullingManager &InstanceCullingManager)
Definition MobileShadingRenderer.cpp:1780
void RenderMaskedPrePass(FRHICommandList &RHICmdList, const FViewInfo &View, const FInstanceCullingDrawParams *DepthPassInstanceCullingDrawParams)
Definition MobileShadingRenderer.cpp:912
virtual bool ShouldRenderVelocities() const override
Definition VelocityRendering.cpp:431
FRDGTextureRef RenderMobileShadowProjections(FRDGBuilder &GraphBuilder, FIntPoint Extent, bool bIsMobileMultiView)
Definition ShadowRendering.cpp:2495
void SetupMobileBasePassAfterShadowInit(FExclusiveDepthStencil::Type BasePassDepthStencilAccess, TArrayView< FViewCommands > ViewCommandsPerView, FInstanceCullingManager &InstanceCullingManager)
Definition MobileShadingRenderer.cpp:401
void RenderDBuffer(FRDGBuilder &GraphBuilder, FSceneTextures &SceneTextures, FDBufferTextures &DBufferTextures, FInstanceCullingManager &InstanceCullingManager)
Definition MobileDecalRendering.cpp:145
FRenderTargetBindingSlots InitRenderTargetBindings_Deferred(FSceneTextures &SceneTextures, FColorTargets &ColorTargets)
Definition MobileShadingRenderer.cpp:2248
virtual void RenderHitProxies(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) override
Definition SceneHitProxyRendering.cpp:549
void RenderOcclusion(FRHICommandList &RHICmdList, FViewInfo &View, const struct FViewOcclusionQueries &ViewOcclusionQueries)
Definition SceneOcclusion.cpp:1552
void RenderDeferredSinglePass(FRDGBuilder &GraphBuilder, FSceneTextures &SceneTextures, const FSortedLightSetSceneInfo &SortedLightSet, FMobileBasePassTextures &BasePassTextures, FInstanceCullingManager &InstanceCullingManager)
Definition MobileShadingRenderer.cpp:2265
void BuildCSMVisibilityState(FLightSceneInfo *LightSceneInfo)
Definition ShadowSetupMobile.cpp:405
void RenderModulatedShadowProjections(FRHICommandList &RHICmdList, int32 ViewIndex, const FViewInfo &View)
Definition ShadowRendering.cpp:2410
FColorTargets GetColorTargets_Deferred(FSceneTextures &SceneTextures)
Definition MobileShadingRenderer.cpp:2216
void UpdateSkyReflectionUniformBuffer(FRHICommandListBase &RHICmdList)
Definition MobileShadingRenderer.cpp:2862
void RenderCustomRenderPassBasePass(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FRDGTextureRef ViewFamilyTexture, FSceneTextures &SceneTextures, FInstanceCullingManager &InstanceCullingManager, bool bIncludeTranslucent)
Definition MobileShadingRenderer.cpp:920
void RenderVelocityPass(FRHICommandList &RHICmdList, const FViewInfo &View, const FInstanceCullingDrawParams *InstanceCullingDrawParams)
Definition VelocityRendering.cpp:738
int32 ComputeNumOcclusionQueriesToBatch() const
Definition MobileShadingRenderer.cpp:2770
void RenderMobileEditorPrimitives(FRHICommandList &RHICmdList, const FViewInfo &View, const FMeshPassProcessorRenderState &DrawRenderState, const FInstanceCullingDrawParams *InstanceCullingDrawParams)
Definition MobileBasePassRendering.cpp:564
virtual bool AllowSimpleLights() const override
Definition MobileShadingRenderer.cpp:3049
void RenderForwardMultiPass(FRDGBuilder &GraphBuilder, class FMobileRenderPassParameters *PassParameters, struct FRenderViewContext &ViewContext, FSceneTextures &SceneTextures, FInstanceCullingManager &InstanceCullingManager, struct FViewOcclusionQueries *ViewOcclusionQueries)
Definition MobileShadingRenderer.cpp:2007
FRenderTargetBindingSlots InitRenderTargetBindings_Forward(FRDGTextureRef ViewFamilyTexture, FSceneTextures &SceneTextures)
Definition MobileShadingRenderer.cpp:1724
void RenderForwardSinglePass(FRDGBuilder &GraphBuilder, class FMobileRenderPassParameters *PassParameters, struct FRenderViewContext &ViewContext, FSceneTextures &SceneTextures, FInstanceCullingManager &InstanceCullingManager, struct FViewOcclusionQueries *ViewOcclusionQueries)
Definition MobileShadingRenderer.cpp:1868
Definition UnrealType.h:3087
Definition SceneRendering.h:341
@ OccludedPrimitiveQueryBatchSize
Definition SceneRendering.h:345
int32 GetNumBatchOcclusionQueries() const
Definition SceneRendering.h:364
~FOcclusionQueryBatcher()
Definition SceneOcclusion.cpp:460
bool HasBatches(void) const
Definition SceneRendering.h:354
FRHIRenderQuery * BatchPrimitive(const FVector &BoundsOrigin, const FVector &BoundsBoxExtent, FGlobalDynamicVertexBuffer &DynamicVertexBuffer)
Definition SceneOcclusion.cpp:502
@ MaxBufferedOcclusionFrames
Definition ScenePrivateBase.h:25
Definition MeshDrawCommands.h:114
Definition PlanarReflectionSceneProxy.h:88
Definition PrimitiveSceneInfo.h:266
int32 GetIndex() const
Definition PrimitiveSceneInfo.h:451
Definition PrimitiveSceneProxy.h:296
Definition ShadowRendering.h:279
Definition SceneManagement.h:1005
Definition RenderGraphResources.h:1426
Definition RenderGraphResources.h:1452
Definition RenderGraphResources.h:1321
Definition RenderGraphBuilder.h:49
Definition RenderGraphUtils.h:1272
Definition RenderGraphPass.h:217
Definition RenderGraphResources.h:1196
Definition RenderGraphResources.h:571
Definition RHICommandList.h:455
Definition RHICommandList.h:3819
void BeginRenderPass(const FRHIRenderPassInfo &InInfo, const TCHAR *Name)
Definition RHICommandList.h:4259
void SetStaticUniformBuffers(const FUniformBufferStaticBindings &UniformBuffers)
Definition RHICommandList.h:2795
Definition RHIResources.h:3755
Definition RHIResources.h:2444
Definition PipelineStateCache.cpp:1285
Definition RenderResource.h:37
Definition RendererModule.h:33
Definition SceneExtensions.h:268
void Begin(FSceneRendererBase &InSceneRenderer, const FEngineShowFlags &EngineShowFlags, bool bInValidateCallbacks)
Definition SceneExtensions.cpp:116
Definition SceneRenderBuilder.cpp:327
Definition SceneRendering.h:2023
FSceneRendererBase(FScene &InScene)
Definition SceneRendering.h:2029
void InitSceneExtensionsRenderers(const FEngineShowFlags &EngineShowFlags, bool bValidateCallbacks=false)
Definition SceneRendering.h:2045
virtual FDeferredShadingSceneRenderer * GetDeferredShadingSceneRenderer()
Definition SceneRendering.h:2067
FScene * GetScene() final override
Definition SceneRendering.h:2036
static FSceneRendererBase * GetActiveInstance(FRDGBuilder &GraphBuilder)
Definition SceneRendering.cpp:2636
FSceneUniformBuffer & GetSceneUniforms() final override
Definition SceneRendering.h:2038
const FSceneUniformBuffer & GetSceneUniforms() const final override
Definition SceneRendering.h:2037
TRDGUniformBufferRef< FSceneUniformParameters > GetSceneUniformBufferRef(FRDGBuilder &GraphBuilder) override final
Definition SceneRendering.h:2040
const FSceneExtensionsRenderers & GetSceneExtensionsRenderers() const
Definition SceneRendering.h:2050
static void SetActiveInstance(FRDGBuilder &GraphBuilder, FSceneRendererBase *SceneRenderer)
Definition SceneRendering.cpp:2631
TArray< FViewInfo > Views
Definition SceneRendering.h:2053
virtual FViewFamilyInfo * GetViewFamily()
Definition SceneRendering.h:2059
FSceneExtensionsRenderers & GetSceneExtensionsRenderers()
Definition SceneRendering.h:2049
FSceneRendererBase()
Definition SceneRendering.h:2028
FScene * Scene
Definition SceneRendering.h:2026
Definition SceneRendering.h:2080
void EnumerateLinkedViews(LambdaType &&Lambda, const FSceneView *ViewToSkip=nullptr)
Definition SceneRendering.h:2123
FSceneRenderer * Head
Definition SceneRendering.h:2115
void RenderDistanceFieldAOScreenGrid(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const FViewInfo &View, const FDistanceFieldCulledObjectBufferParameters &CulledObjectBufferParameters, FRDGBufferRef ObjectTilesIndirectArguments, const FTileIntersectionParameters &TileIntersectionParameters, const FDistanceFieldAOParameters &Parameters, FRDGTextureRef DistanceFieldNormal, FRDGTextureRef &OutDynamicBentNormalAO)
Definition DistanceFieldScreenGridLighting.cpp:300
bool CheckForProjectedShadows(const FLightSceneInfo *LightSceneInfo) const
Definition ShadowRendering.cpp:2039
FComputeLightGridOutput ComputeLightGrid(FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet, TArray< FForwardLightUniformParameters *, TInlineAllocator< 2 > > &PerViewForwardLightUniformParameters)
Definition LightGridInjection.cpp:816
void RenderDistanceFieldLighting(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const class FDistanceFieldAOParameters &Parameters, TArray< FRDGTextureRef > &OutDynamicBentNormalAOTextures, bool bModulateToSceneColor, bool bVisualizeAmbientOcclusion, bool bModulateToScreenSpaceAO=false)
Definition DistanceFieldAmbientOcclusion.cpp:885
virtual FViewFamilyInfo * GetViewFamily() override
Definition SceneRendering.h:2200
bool DoOcclusionQueries() const
Definition SceneVisibility.cpp:405
virtual bool ShouldRenderPrePass() const
Definition SceneRendering.h:2206
void PostVisibilityFrameSetup(FILCUpdatePrimTaskData *&OutILCTaskData)
Definition SceneVisibility.cpp:5802
static FIntPoint GetDesiredInternalBufferSize(const FSceneViewFamily &ViewFamily)
Definition SceneRendering.cpp:3144
TRefCountPtr< FProjectedShadowInfo > GetCachedPreshadow(const FLightPrimitiveInteraction *InParentInteraction, const FProjectedShadowInitializer &Initializer, const FBoxSphereBounds &Bounds, uint32 InResolutionX)
Definition ShadowSetup.cpp:3091
void RenderLightFunctionForVolumetricFog(FRDGBuilder &GraphBuilder, FViewInfo &View, const FSceneTextures &SceneTextures, FIntVector VolumetricFogGridSize, float VolumetricFogMaxDistance, FLightSceneInfo *DirectionalLightSceneInfo, FMatrix44f &OutLightFunctionTranslatedWorldToShadow, FRDGTexture *&OutLightFunctionTexture)
Definition VolumetricFogLightFunction.cpp:114
void SetupInteractionShadows(FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, FVisibleLightInfo &VisibleLightInfo, bool bStaticSceneOnly, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &PreShadows)
Definition ShadowSetup.cpp:3230
void RenderSkyAtmosphere(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures)
Definition SkyAtmosphereRendering.cpp:2059
void FlushCrossGPUFences(FRDGBuilder &GraphBuilder)
Definition SceneRendering.cpp:3822
void FinishGatherShadowPrimitives(FDynamicShadowsTaskData *TaskData)
Definition ShadowSetup.cpp:5398
TArray< FCustomRenderPassInfo > CustomRenderPassInfos
Definition SceneRendering.h:2105
void BeginAsyncDistanceFieldShadowProjections(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FDynamicShadowsTaskData *TaskData) const
Definition ShadowRendering.cpp:2267
void AllocateOnePassPointLightDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeScenePointShadows)
Definition ShadowSetup.cpp:6038
void RenderVelocities(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, EVelocityPass VelocityPass, bool bForceVelocity, bool bBindRenderTarget=true)
Definition VelocityRendering.cpp:520
static void DestroySplitScreenDebugViewFamilies(TConstArrayView< const FSceneViewFamily * > ViewFamilies)
DECLARE_MULTICAST_DELEGATE_OneParam(FSceneOnScreenMessagesDelegate, FScreenMessageWriter &)
TArray< FVisibleLightInfo, SceneRenderingAllocator > VisibleLightInfos
Definition SceneRendering.h:2162
void DrawDebugShadowFrustum(FViewInfo &View, FProjectedShadowInfo &ProjectedShadowInfo)
Definition ShadowSetup.cpp:4604
bool bDumpMeshDrawCommandInstancingStats
Definition SceneRendering.h:2405
TArray< FParallelMeshDrawCommandPass *, SceneRenderingAllocator > DispatchedShadowDepthPasses
Definition SceneRendering.h:2166
ERHIFeatureLevel::Type FeatureLevel
Definition SceneRendering.h:2185
static void GetLightNameForDrawEvent(const FLightSceneProxy *LightProxy, FString &LightNameWithLevel)
Definition LightRendering.cpp:1205
void RenderSkyAtmosphereEditorNotifications(FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FRDGTextureRef SceneColorTexture) const
Definition SkyAtmosphereRendering.cpp:2177
void FilterDynamicShadows(FDynamicShadowsTaskData &TaskData)
Definition ShadowSetup.cpp:6413
void RenderShadowDepthMaps(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *DynamicShadowsTaskData, FInstanceCullingManager &InstanceCullingManager, FRDGExternalAccessQueue &ExternalAccessQueue)
Definition ShadowDepthRendering.cpp:1678
static bool ShouldRenderSkyAtmosphereEditorNotifications(TArrayView< FViewInfo > Views)
Definition SkyAtmosphereRendering.cpp:2160
FORCEINLINE FSceneTexturesConfig & GetActiveSceneTexturesConfig()
Definition SceneRendering.h:2359
bool CheckForLightFunction(const FLightSceneInfo *LightSceneInfo) const
Definition LightFunctionRendering.cpp:241
bool IsHeadLink() const
Definition SceneRendering.h:2120
FORCEINLINE const FSceneTextures & GetActiveSceneTextures() const
Definition SceneRendering.h:2361
IVisibilityTaskData * OnRenderBegin(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs)
Definition SceneRendering.cpp:3913
FSortedShadowMaps SortedShadowsForShadowDepthPass
Definition SceneRendering.h:2168
void AllocateCSMDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeSceneDirectionalShadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases)
Definition ShadowSetup.cpp:5977
static TGlobalResource< FGlobalDynamicReadBuffer > DynamicReadBufferForRayTracing
Definition SceneRendering.h:2370
void PreVisibilityFrameSetup(FRDGBuilder &GraphBuilder)
Definition SceneVisibility.cpp:4935
bool RenderCapsuleDirectShadows(FRDGBuilder &GraphBuilder, const FLightSceneInfo &LightSceneInfo, FRDGTextureRef ScreenShadowMaskTexture, TArrayView< const FProjectedShadowInfo *const > CapsuleShadows, bool bProjectingForForwardShading) const
Definition CapsuleShadowRendering.cpp:460
FORCEINLINE FSceneTextures & GetActiveSceneTextures()
Definition SceneRendering.h:2358
FDepthPassInfo DepthPass
Definition SceneRendering.h:2083
FIntPoint FamilySize
Definition SceneRendering.h:2381
void FinishInitDynamicShadows(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData)
Definition ShadowSetup.cpp:6686
FSceneOnScreenMessagesDelegate OnGetOnScreenMessages
Definition SceneRendering.h:2365
void RenderSkyAtmosphereInternal(FRDGBuilder &GraphBuilder, const FSceneTextureShaderParameters &SceneTextures, FSkyAtmosphereRenderContext &SkyRenderContext)
Definition SkyAtmosphereRendering.cpp:1861
FSceneRenderer * Next
Definition SceneRendering.h:2116
virtual bool AnyViewHasGIMethodSupportingDFAO() const
Definition SceneRendering.h:2353
void RenderVolumetricCloudsInternal(FRDGBuilder &GraphBuilder, FCloudRenderContext &CloudRC, FInstanceCullingManager &InstanceCullingManager, const FIntPoint &CloudViewportSize)
Definition VolumetricCloudRendering.cpp:2451
void UpdatePreshadowCache()
Definition ShadowSetup.cpp:3140
static TGlobalResource< FGlobalDynamicReadBuffer > DynamicReadBufferForShadows
Definition SceneRendering.h:2371
static ISceneViewFamilyScreenPercentage * ForkScreenPercentageInterface(const ISceneViewFamilyScreenPercentage *ScreenPercentageInterface, FSceneViewFamily &ForkedViewFamily)
Definition SceneRendering.h:2263
static void PreallocateCrossGPUFences(TConstArrayView< FSceneRenderer * > SceneRenderers)
Definition SceneRendering.cpp:3648
void InitProjectedShadowVisibility(FDynamicShadowsTaskData &TaskData)
Definition ShadowSetup.cpp:4437
void InitFogConstants()
Definition FogRendering.cpp:222
FDynamicShadowsTaskData * BeginInitDynamicShadows(FRDGBuilder &GraphBuilder, bool bRunningEarly, IVisibilityTaskData *VisibilityTaskData, FInstanceCullingManager &InstanceCullingManager)
Definition ShadowSetup.cpp:6671
bool RenderCustomDepthPass(FRDGBuilder &GraphBuilder, FCustomDepthTextures &CustomDepthTextures, const FSceneTextureShaderParameters &SceneTextures, TConstArrayView< Nanite::FRasterResults > PrimaryNaniteRasterResults, TConstArrayView< Nanite::FPackedView > PrimaryNaniteViews)
Definition CustomDepthRendering.cpp:179
virtual void RenderHitProxies(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs)
Definition SceneRendering.h:2204
bool ShouldRenderTranslucency() const
Definition TranslucentRendering.cpp:843
void AllocateCachedShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > CachedShadows)
Definition ShadowSetup.cpp:5948
virtual bool ShouldRenderVelocities() const
Definition SceneRendering.h:2205
void UpdatePrimitiveIndirectLightingCacheBuffers(FRHICommandListBase &RHICmdList)
Definition SceneRendering.cpp:4824
void PrepareViewRectsForRendering()
Definition SceneRendering.cpp:3245
TConstStridedView< FSceneView > GetSceneViews() const
Definition SceneRendering.h:2367
void RenderLocalLightsForVolumetricFog(FRDGBuilder &GraphBuilder, FViewInfo &View, int32 ViewIndex, bool bUseTemporalReprojection, const struct FVolumetricFogIntegrationParameterData &IntegrationData, const FExponentialHeightFogSceneInfo &FogInfo, FIntVector VolumetricFogGridSize, FVector GridZParams, const FRDGTextureDesc &VolumeDesc, FRDGTextureRef ConservativeDepthTexture, TConstArrayView< const FLightSceneInfo * > LightsToInject, TConstArrayView< const FLightSceneInfo * > RayTracedLightsToInject, FRDGTexture *&OutLocalShadowedLightScattering)
Definition VolumetricFog.cpp:770
FViewFamilyInfo ViewFamily
Definition SceneRendering.h:2089
void RenderShadowDepthMapAtlases(FRDGBuilder &GraphBuilder)
Definition ShadowDepthRendering.cpp:1552
virtual UE::Renderer::Private::IShadowInvalidatingInstances * GetShadowInvalidatingInstancesInterface(const FSceneView *SceneView) override
Definition SceneRendering.cpp:4873
void RenderSkyAtmosphereLookUpTables(FRDGBuilder &GraphBuilder, class FSkyAtmospherePendingRDGResources &PendingRDGResources)
Definition SkyAtmosphereRendering.cpp:1381
void CheckShadowDepthRenderCompleted() const
Definition SceneRendering.h:2653
void RenderMeshDistanceFieldVisualization(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures)
Definition DistanceFieldVisualization.cpp:105
static void GatherSimpleLights(const FSceneViewFamily &ViewFamily, const TArray< FViewInfo > &Views, FSimpleLightArray &SimpleLights)
Definition LightRendering.cpp:1179
static FIntPoint QuantizeViewRectMin(const FIntPoint &ViewRectMin)
Definition SceneRendering.cpp:3130
void InitSkyAtmosphereForViews(FRHICommandListImmediate &RHICmdList, FRDGBuilder &GraphBuilder)
Definition SkyAtmosphereRendering.cpp:1178
void SetupMeshPass(FViewInfo &View, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FViewCommands &ViewCommands, FInstanceCullingManager &InstanceCullingManager)
Definition SceneRendering.cpp:4705
void OnRenderFinish(FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture)
Definition SceneRendering.cpp:4133
static void SetStereoViewport(FRHICommandList &RHICmdList, const FViewInfo &View, float ViewportScale=1.0f)
Definition SceneRendering.cpp:5826
void RenderShadowProjections(FRDGBuilder &GraphBuilder, FRDGTextureRef OutputTexture, const FMinimalSceneTextures &SceneTextures, const FLightSceneProxy *LightSceneProxy, TArrayView< const FProjectedShadowInfo *const > Shadows, bool bSubPixelShadow, bool bProjectingForForwardShading)
Definition ShadowRendering.cpp:2082
void WaitOcclusionTests(FRHICommandListImmediate &RHICmdList)
Definition SceneOcclusion.cpp:1593
FORCEINLINE const FSceneTexturesConfig & GetActiveSceneTexturesConfig() const
Definition SceneRendering.h:2362
void SetupSceneReflectionCaptureBuffer(FRHICommandListImmediate &RHICmdList)
Definition SceneVisibility.cpp:5960
virtual void ComputeLightVisibility()
Definition SceneVisibility.cpp:5605
void AddViewDependentWholeSceneShadowsForView(TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfos, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfosThatNeedCulling, FVisibleLightInfo &VisibleLightInfo, FLightSceneInfo &LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumCSMCachesUpdatedThisFrame)
Definition ShadowSetup.cpp:5471
ERendererOutput
Definition SceneRendering.h:2410
void AllocateAtlasedShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > Shadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases)
Definition ShadowSetup.cpp:5795
bool bGPUMasksComputed
Definition SceneRendering.h:2188
virtual bool IsLumenGIEnabled(const FViewInfo &View) const
Definition SceneRendering.h:2352
FComputeLightGridOutput PrepareForwardLightData(FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet)
Definition LightGridInjection.cpp:1500
LightFunctionAtlas::FLightFunctionAtlas LightFunctionAtlas
Definition SceneRendering.h:2172
void BeginGatherShadowPrimitives(FDynamicShadowsTaskData *TaskData, IVisibilityTaskData *VisibilityTaskData)
Definition ShadowSetup.cpp:5315
virtual bool IsLumenEnabled(const FViewInfo &View) const
Definition SceneRendering.h:2351
bool RenderVolumetricCloud(FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, bool bSkipVolumetricRenderTarget, bool bSkipPerPixelTracing, FRDGTextureRef HalfResolutionDepthCheckerboardMinMaxTexture, FRDGTextureRef QuarterResolutionDepthMinMaxTexture, bool bAsyncCompute, FInstanceCullingManager &InstanceCullingManager)
Definition VolumetricCloudRendering.cpp:2690
void RenderCapsuleShadowsForMovableSkylight(FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureRef &BentNormalOutput) const
Definition CapsuleShadowRendering.cpp:1205
FDynamicShadowsTaskData * InitDynamicShadows(FRDGBuilder &GraphBuilder, FInstanceCullingManager &InstanceCullingManager)
Definition ShadowSetup.cpp:6766
static FGlobalBoundShaderState OcclusionTestBoundShaderState
Definition SceneRendering.h:2239
TArray< FViewInfo * > AllViews
Definition SceneRendering.h:2108
TArray< FString, SceneRenderingAllocator > UsedWholeScenePointLightNames
Definition SceneRendering.h:2182
void CreateWholeSceneProjectedShadow(FDynamicShadowsTaskData &TaskData, FLightSceneInfo *LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumPointShadowCachesUpdatedThisFrame, uint32 &NumSpotShadowCachesUpdatedThisFrame)
Definition ShadowSetup.cpp:4125
void SetupVolumetricFog()
Definition VolumetricFog.cpp:1350
virtual ~FSceneRenderer()
Definition SceneRendering.cpp:3899
static TGlobalResource< FGlobalDynamicReadBuffer > DynamicReadBufferForInitViews
Definition SceneRendering.h:2369
virtual bool AllowSimpleLights() const
Definition LightRendering.cpp:1251
void FlushCrossGPUTransfers(FRDGBuilder &GraphBuilder)
Definition SceneRendering.cpp:3776
bool ShouldDumpMeshDrawCommandInstancingStats() const
Definition SceneRendering.h:2236
ERendererOutput GetRendererOutput() const
Definition SceneRendering.cpp:3229
void InitVolumetricCloudsForViews(FRDGBuilder &GraphBuilder, bool bShouldRenderVolumetricCloud, FInstanceCullingManager &InstanceCullingManager)
Definition VolumetricCloudRendering.cpp:1680
void GatherShadowDynamicMeshElements(FDynamicShadowsTaskData &TaskData)
Definition ShadowSetup.cpp:4644
static int32 GetRefractionQuality(const FSceneViewFamily &ViewFamily)
Definition DistortionRendering.cpp:99
UE::FMutex DispatchedShadowDepthPassesMutex
Definition SceneRendering.h:2165
static bool ShouldCompositeEditorPrimitives(const FViewInfo &View)
Definition SceneRendering.cpp:4791
void CreateDynamicShadows(FDynamicShadowsTaskData &TaskData)
Definition ShadowSetup.cpp:6162
bool ShouldRenderVolumetricFog() const
Definition VolumetricFog.cpp:1345
struct FSceneRenderer::@1802 Link
static FOcclusionSubmittedFenceState OcclusionSubmittedFence[FOcclusionQueryHelpers::MaxBufferedOcclusionFrames]
Definition SceneRendering.h:2234
void GatherReflectionCaptureLightMeshElements()
Definition SceneVisibility.cpp:5694
bool bUsedPrecomputedVisibility
Definition SceneRendering.h:2178
void VoxelizeFogVolumePrimitives(FRDGBuilder &GraphBuilder, const FViewInfo &View, const FVolumetricFogIntegrationParameterData &IntegrationData, FIntVector VolumetricFogGridSize, FVector GridZParams, float VolumetricFogDistance, bool bVoxelizeEmissive)
Definition VolumetricFogVoxelization.cpp:693
FGPUSceneDynamicContext & GetGPUSceneDynamicContext()
Definition SceneRendering.h:2283
void GatherAndSortLights(FSortedLightSetSceneInfo &OutSortedLights, bool bShadowedLightsInClustered=false)
Definition LightRendering.cpp:1301
void DoCrossGPUTransfers(FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture, TArrayView< FViewInfo > InViews, bool bCrossGPUTransferFencesDefer, FRHIGPUMask RenderTargetGPUMask, class FCrossGPUTransfersDeferred *TransfersDeferred)
Definition SceneRendering.cpp:3704
void ComputeVolumetricFog(FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures)
Definition VolumetricFog.cpp:1387
void FenceOcclusionTests(FRDGBuilder &GraphBuilder)
Definition SceneOcclusion.cpp:1566
void EnumerateLinkedViewFamilies(LambdaType &&Lambda, const FSceneViewFamily *ViewFamilyToSkip=nullptr)
Definition SceneRendering.h:2141
DynamicRenderScaling::TMap< float > DynamicResolutionFractions
Definition SceneRendering.h:2158
virtual bool ShouldRenderNanite() const
Definition SceneRendering.h:2207
bool bHasRequestedToggleFreeze
Definition SceneRendering.h:2175
FVirtualShadowMapArray VirtualShadowMapArray
Definition SceneRendering.h:2170
void FinishDynamicShadowMeshPassSetup(FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData)
Definition ShadowSetup.cpp:6704
void AllocateMobileCSMAndSpotLightShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > MobileCSMAndSpotLightShadows)
Definition ShadowSetup.cpp:6774
void AllocateTranslucentShadowDepthTargets(FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > TranslucentShadows)
Definition ShadowSetup.cpp:6096
FRHIGPUMask RenderTargetGPUMask
Definition SceneRendering.h:2189
bool IsRenderingStereo() const
Definition SceneRendering.h:2373
void CreatePerObjectProjectedShadow(FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, bool bCreateTranslucentObjectShadow, bool bCreateInsetObjectShadow, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &OutPreShadows)
Definition ShadowSetup.cpp:3294
class FFXSystemInterface * FXSystem
Definition SceneRendering.h:2403
FGPUSceneDynamicContext GPUSceneDynamicContext
Definition SceneRendering.h:2651
DynamicRenderScaling::TMap< float > DynamicResolutionUpperBounds
Definition SceneRendering.h:2159
EShaderPlatform ShaderPlatform
Definition SceneRendering.h:2186
void RenderPlanarReflection(class FPlanarReflectionSceneProxy *ReflectionSceneProxy)
void AllocateShadowDepthTargets(FDynamicShadowsTaskData &TaskData)
Definition ShadowSetup.cpp:5716
FSceneRenderingBulkObjectAllocator Allocator
Definition SceneRendering.h:2086
static void CreateSplitScreenDebugViewFamilies(const FSceneViewFamily &InFamily, TArray< const FSceneViewFamily * > &OutViewFamilies, TArray< const FSceneViewFamily *, TFixedAllocator< 2 > > &OutFamiliesStorage)
static FIntPoint ApplyResolutionFraction(const FSceneViewFamily &ViewFamily, const FIntPoint &UnscaledViewSize, float ResolutionFraction)
Definition SceneRendering.cpp:3116
void UpdateLightFunctionAtlasTaskFunction()
Definition LightRendering.cpp:1285
virtual void Render(FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs)=0
Definition SceneView.h:2212
TArray< const FSceneView * > Views
Definition SceneView.h:2308
bool bMultiGPUForkAndJoin
Definition SceneView.h:2348
ISceneRenderer * GetSceneRenderer() const
Definition SceneView.h:2601
friend class FViewFamilyInfo
Definition SceneView.h:2628
bool bIsViewFamilyInfo
Definition SceneView.h:2365
Definition ScenePrivate.h:746
Definition SceneView.h:1425
const FSceneViewFamily * Family
Definition SceneView.h:1427
bool bIsSinglePassStereo
Definition SceneView.h:1684
bool bIsInstancedStereoEnabled
Definition SceneView.h:1671
FViewMatrices ViewMatrices
Definition SceneView.h:1464
ENGINE_API const FSceneView * GetInstancedSceneView() const
Definition SceneView.cpp:2911
EStereoscopicPass StereoPass
Definition SceneView.h:1492
ENGINE_API FRDGPooledBuffer * GetEyeAdaptationBuffer() const
Definition SceneView.cpp:2872
const FIntRect UnscaledViewRect
Definition SceneView.h:1456
Definition ScenePrivate.h:2875
Definition SceneRendering.h:1841
bool IsValid() const
Definition SceneRendering.h:1847
TArray< TRefCountPtr< IPooledRenderTarget >, TInlineAllocator< 4 > > ColorTargets
Definition SceneRendering.h:1844
FIntPoint GetSize() const
Definition SceneRendering.h:1859
int64 ComputeMemorySize() const
Definition SceneRendering.h:1876
void Release()
Definition SceneRendering.h:1893
TRefCountPtr< IPooledRenderTarget > DepthTarget
Definition SceneRendering.h:1845
Definition ShadowSceneRenderer.h:47
Definition SceneManagement.h:1313
Definition PrimitiveSceneProxy.h:172
Definition SkyAtmosphereRendering.h:182
Definition Texture2DResource.h:16
Definition SceneVisibility.h:16
Definition SceneRendering.h:1970
FSceneTextures * GetSceneTexturesChecked()
Definition SceneRendering.h:1994
const FSceneTextures * GetSceneTexturesChecked() const
Definition SceneRendering.h:1999
virtual ~FViewFamilyInfo()
Definition SceneRendering.cpp:2598
bool bIsSceneTextureSizedCapture
Definition SceneRendering.h:1979
FSceneTextures & GetSceneTextures()
Definition SceneRendering.h:1982
FSceneTexturesConfig SceneTexturesConfig
Definition SceneRendering.h:1976
const FSceneTextures & GetSceneTextures() const
Definition SceneRendering.h:1988
Definition SceneRendering.h:1132
TStaticArray< FTranslucencyVolumeMarkData, TVC_MAX > TranslucencyVolumeMarkData
Definition SceneRendering.h:1433
FPreviousViewInfo & PrevViewInfo
Definition SceneRendering.h:1407
TUniquePtr< FViewUniformShaderParameters > CachedViewUniformShaderParameters
Definition SceneRendering.h:1146
void InitRHIResources(uint32 OverrideNumMSAASamples=0)
Definition SceneRendering.cpp:2211
FOcclusionQueryBatcher GroupedOcclusionQueries
Definition SceneRendering.h:1419
int32 SceneRendererPrimaryViewId
Definition SceneRendering.h:1604
TArray< FPrimitiveViewRelevance, SceneRenderingAllocator > PrimitiveViewRelevanceMap
Definition SceneRendering.h:1173
FIntPoint HZBMipmap0Size
Definition SceneRendering.h:1467
FSceneBitArray PotentiallyFadingPrimitiveMap
Definition SceneRendering.h:1158
FGlobalShaderMap * ShaderMap
Definition SceneRendering.h:1474
int32 NumSphereReflectionCaptures
Definition SceneRendering.h:1436
bool bLightGridHasTexturedLights
Definition SceneRendering.h:1459
FOcclusionQueryBatcher IndividualOcclusionQueries
Definition SceneRendering.h:1418
TArray< FRHIUniformBuffer *, SceneRenderingAllocator > PrimitiveFadeUniformBuffers
Definition SceneRendering.h:1161
bool bHasDistortionPrimitives
Definition SceneRendering.h:1212
FLensDistortionLUT LensDistortionLUT
Definition SceneRendering.h:1497
void Cleanup()
Definition SceneRendering.cpp:1044
void SetupDefaultGlobalDistanceFieldUniformBufferParameters(FViewUniformShaderParameters &ViewUniformShaderParameters) const
Definition GlobalDistanceField.cpp:1321
const FSceneTexturesConfig & GetSceneTexturesConfig() const
Definition SceneRendering.h:3077
bool bUseComputePasses
Definition SceneRendering.h:1477
ICustomVisibilityQuery * CustomVisibilityQuery
Definition SceneRendering.h:1486
FSceneBitArray PrimitiveVisibilityMap
Definition SceneRendering.h:1149
FTranslucentSelfShadowUniformBufferMap TranslucentSelfShadowUniformBufferMap
Definition SceneRendering.h:1204
float DirectionalInscatteringExponent
Definition SceneRendering.h:1328
uint32 bIgnoreExistingQueries
Definition SceneRendering.h:1361
float GetLastAverageLocalExposure() const
Definition SceneRendering.cpp:2432
uint32 bTranslucentSurfaceLighting
Definition SceneRendering.h:1367
FRDGTextureRef VolumetricCloudSkyAO
Definition SceneRendering.h:1448
FLocalFogVolumeViewData & LocalFogVolumeViewData
Definition SceneRendering.h:1302
TOptional< FMobileLightShaftInfo > MobileLightShaft
Definition SceneRendering.h:1472
TRefCountPtr< IPooledRenderTarget > SkyAtmosphereCameraAerialPerspectiveVolume
Definition SceneRendering.h:1442
bool IsLastInFamily() const
Definition SceneRendering.h:1740
FSimpleElementCollector & EditorSimpleElementCollector
Definition SceneRendering.h:1274
bool UpdatePrimitiveFadingState(const FPrimitiveSceneInfo *PrimitiveSceneInfo, bool bFadingIn)
Definition SceneVisibility.cpp:1124
bool RequiresDebugMaterials() const
Definition SceneRendering.cpp:2478
bool ShouldRenderView() const
Definition SceneRendering.h:1751
FIntRect GetFamilyViewRect() const
Definition SceneRendering.cpp:2271
FIntRect ViewRectWithSecondaryViews
Definition SceneRendering.h:1615
int32 NumVisibleDynamicPrimitives
Definition SceneRendering.h:1191
UE::FMutex DirtyIndirectLightingCacheBufferPrimitivesMutex
Definition SceneRendering.h:1201
TUniformBufferRef< FViewUniformShaderParameters > VolumetricRenderTargetViewUniformBuffer
Definition SceneRendering.h:1449
FVector3f VolumetricFogAlbedo
Definition SceneRendering.h:1319
TArray< FMeshBatchAndRelevance, SceneRenderingAllocator > DynamicMeshElements
Definition SceneRendering.h:1255
TArray< FMeshPassMask, SceneRenderingAllocator > DynamicMeshElementsPassRelevance
Definition SceneRendering.h:1265
uint32 bPrevTransformsReset
Definition SceneRendering.h:1359
float FogEndDistance
Definition SceneRendering.h:1315
FTextureRHIRef PrimitiveSceneDataTextureOverrideRHI
Definition SceneRendering.h:1495
uint16 ShadingModelMaskInView
Definition SceneRendering.h:1404
RENDERER_API FIntPoint GetSecondaryViewRectSize() const
Definition SceneRendering.cpp:1263
FVolumetricFogViewResources VolumetricFogResources
Definition SceneRendering.h:1456
RENDERER_API FRDGTextureRef GetVolumetricCloudTexture(FRDGBuilder &GraphBuilder) const
Definition SceneRendering.cpp:2361
void SetupVolumetricFogUniformBufferParameters(FViewUniformShaderParameters &ViewUniformShaderParameters) const
Definition VolumetricFog.cpp:1314
TArray< FSkyMeshBatch, SceneRenderingAllocator > SkyMeshBatches
Definition SceneRendering.h:1228
float OneOverNumPossiblePixels
Definition SceneRendering.h:1470
uint32 bUsesLightingChannels
Definition SceneRendering.h:1366
const uint8 * PrecomputedVisibilityData
Definition SceneRendering.h:1416
uint32 bCustomDepthStencilValid
Definition SceneRendering.h:1368
TIndirectArray< FMeshBatch, SceneRenderingAllocator > TopViewMeshElements
Definition SceneRendering.h:1249
FLumenTranslucencyGIVolume & GetOwnLumenTranslucencyGIVolume()
Definition SceneRendering.h:1518
FViewInfo * TemporalSourceView
Definition SceneRendering.h:1339
const FMegaLightsVolume & GetMegaLightsVolume() const
Definition SceneRendering.h:1523
FVector4f ExponentialFogParameters2
Definition SceneRendering.h:1310
FSceneBitArray StaticMeshFadeOutDitheredLODMap
Definition SceneRendering.h:1179
bool IsFirstInFamily() const
Definition SceneRendering.h:1735
TIndirectArray< FMeshBatch, SceneRenderingAllocator > ViewMeshElements
Definition SceneRendering.h:1246
TArray< FVolumetricMeshBatch, SceneRenderingAllocator > HeterogeneousVolumesMeshBatches
Definition SceneRendering.h:1225
FVector2D TemporalJitterPixels
Definition SceneRendering.h:1348
const FViewInfo * GetInstancedView() const
Definition SceneRendering.h:1787
void SwapEyeAdaptationBuffers() const
Definition SceneRendering.cpp:2384
FVector TranslucencyLightingVolumeMin[TVC_MAX]
Definition SceneRendering.h:1334
FRDGTextureRef HeterogeneousVolumeBeerShadowMap
Definition SceneRendering.h:1463
FViewShaderParameters GetShaderParameters() const
Definition SceneRendering.cpp:2316
float GetLastEyeAdaptationExposure() const
Definition SceneRendering.cpp:2423
FRDGTextureRef HZB
Definition SceneRendering.h:1422
TArray< FInt32Vector2, SceneRenderingAllocator > DynamicMeshElementRanges
Definition SceneRendering.h:1258
FSceneBitArray PrimitiveDefinitelyUnoccludedMap
Definition SceneRendering.h:1155
FRDGTextureRef VolumetricCloudShadowRenderTarget[NUM_ATMOSPHERE_LIGHTS]
Definition SceneRendering.h:1451
void SetupGlobalDistanceFieldUniformBufferParameters(FViewUniformShaderParameters &ViewUniformShaderParameters) const
Definition GlobalDistanceField.cpp:1352
uint32 bSceneCaptureMainViewJitter
Definition SceneRendering.h:1398
const FSceneTextures * GetSceneTexturesChecked() const
Definition SceneRendering.h:3088
FVector InscatteringLightDirection
Definition SceneRendering.h:1330
FLinearColor DirectionalInscatteringColor
Definition SceneRendering.h:1331
TArray< FMeshBatchAndRelevance, SceneRenderingAllocator > RayTracedDynamicMeshElements
Definition SceneRendering.h:1268
FHairStrandsViewData & HairStrandsViewData
Definition SceneRendering.h:1304
FBatchedElements & TopBatchedViewElements
Definition SceneRendering.h:1243
TArray< FPrimitiveSceneInfo *, SceneRenderingAllocator > VisibleDynamicPrimitivesWithSimpleLights
Definition SceneRendering.h:1188
const FTexture2DResource * FilmGrainTexture
Definition SceneRendering.h:1489
void SetupUniformBufferParameters(FBox *OutTranslucentCascadeBoundsArray, int32 NumTranslucentCascades, FViewUniformShaderParameters &ViewUniformShaderParameters) const
Definition SceneRendering.h:1668
uint32 bUsesMotionVectorWorldOffset
Definition SceneRendering.h:1373
TRefCountPtr< IPooledRenderTarget > SkyAtmosphereCameraAerialPerspectiveVolumeRayOnly
Definition SceneRendering.h:1444
FSceneBitArray StaticMeshFadeInDitheredLODMap
Definition SceneRendering.h:1182
float TranslucencyVolumeVoxelSize[TVC_MAX]
Definition SceneRendering.h:1335
RENDERER_API FIntRect GetSecondaryViewCropRect() const
Definition SceneRendering.cpp:1270
FVector4f SkyAtmosphereAmbientContributionColorScale
Definition SceneRendering.h:1314
ERenderTargetLoadAction DecayLoadAction(ERenderTargetLoadAction RequestedLoadAction) const
Definition SceneRendering.h:1745
FVector4f ExponentialFogParameters
Definition SceneRendering.h:1309
int32 TemporalJitterSequenceLength
Definition SceneRendering.h:1342
FLumenFrontLayerTranslucency LumenFrontLayerTranslucency
Definition SceneRendering.h:1506
void UpdatePreExposure()
Definition PostProcessEyeAdaptation.cpp:1383
FParallelMeshDrawCommandPass * CreateMeshPass(EMeshPass::Type MeshPass)
Definition SceneRendering.cpp:1038
FInt32Range GetDynamicMeshElementRange(uint32 PrimitiveIndex) const
Definition SceneRendering.cpp:2345
FBatchedElements & BatchedViewElements
Definition SceneRendering.h:1240
int32 TemporalJitterIndex
Definition SceneRendering.h:1345
bool bAllowStencilDither
Definition SceneRendering.h:1480
FSceneBitArray PrimitiveRayTracingVisibilityMap
Definition SceneRendering.h:1152
FSceneRenderingBulkObjectAllocator Allocator
Definition SceneRendering.h:1134
float VolumetricFogNearFadeInDistanceInv
Definition SceneRendering.h:1318
TArray< FPrimitiveInstanceRange, SceneRenderingAllocator > NaniteCustomDepthInstances
Definition SceneRendering.h:1219
const FSceneTextures & GetSceneTextures() const
Definition SceneRendering.h:3083
void SetValidTonemappingLUT() const
Definition SceneRendering.cpp:2450
TRefCountPtr< IPooledRenderTarget > VolumetricCloudShadowExtractedRenderTarget[NUM_ATMOSPHERE_LIGHTS]
Definition SceneRendering.h:1453
RENDERER_API const FViewInfo * GetPrimaryView() const
Definition SceneRendering.cpp:2326
bool IsDistanceCulled_AnyThread(float DistanceSquared, float MinDrawDistance, float InMaxDrawDistance, const FPrimitiveSceneInfo *PrimitiveSceneInfo, bool &bOutMayBeFading, bool &bOutFadingIn) const
Definition SceneVisibility.cpp:485
void UpdateEyeAdaptationLastExposureFromBuffer() const
Definition SceneRendering.cpp:2392
virtual RENDERER_API ~FViewInfo()
Definition SceneRendering.cpp:1055
uint32 bHasTranslucentViewMeshElements
Definition SceneRendering.h:1357
FShaderPrintData ShaderPrintData
Definition SceneRendering.h:1499
TStaticArray< FParallelMeshDrawCommandPass *, EMeshPass::Num > ParallelMeshDrawCommandPasses
Definition SceneRendering.h:1283
bool IsDistanceCulled(float DistanceSquared, float MinDrawDistance, float InMaxDrawDistance, const FPrimitiveSceneInfo *PrimitiveSceneInfo)
Definition SceneVisibility.cpp:471
void EnqueueEyeAdaptationExposureBufferReadback(FRDGBuilder &GraphBuilder) const
Definition SceneRendering.cpp:2400
IPooledRenderTarget * GetTonemappingLUT() const
Definition SceneRendering.cpp:2458
TRefCountPtr< IPooledRenderTarget > SkyAtmosphereCameraAerialPerspectiveVolumeMieOnly
Definition SceneRendering.h:1443
FSceneBitArray PrimitiveFadeUniformBufferMap
Definition SceneRendering.h:1164
FVector2f SinCosInscatteringColorCubemapRotation
Definition SceneRendering.h:1321
FVector4f ExponentialFogParameters3
Definition SceneRendering.h:1313
TArray< FMeshBatchAndRelevance, SceneRenderingAllocator > HairCardsMeshElements
Definition SceneRendering.h:1262
const FLumenTranslucencyGIVolume & GetLumenTranslucencyGIVolume() const
Definition SceneRendering.h:1508
void CreateViewUniformBuffers(const FViewUniformShaderParameters &Params)
Definition SceneRendering.cpp:2244
ENGINE_API FRDGPooledBuffer * GetEyeAdaptationBuffer() const
Definition SceneView.cpp:2872
float FurthestReflectionCaptureDistance
Definition SceneRendering.h:1437
FMegaLightsVolume & GetOwnMegaLightsVolume()
Definition SceneRendering.h:1528
TArray< FMeshBatchAndRelevance, SceneRenderingAllocator > HairStrandsMeshElements
Definition SceneRendering.h:1261
FVector3f ExponentialFogColor
Definition SceneRendering.h:1311
FRDGTextureRef HeterogeneousVolumeRadiance
Definition SceneRendering.h:1461
TArray< FLODMask, SceneRenderingAllocator > PrimitivesLODMask
Definition SceneRendering.h:1185
uint32 bHasSingleLayerWaterMaterial
Definition SceneRendering.h:1386
TArray< FSortedTrianglesMeshBatch, SceneRenderingAllocator > SortedTrianglesMeshBatches
Definition SceneRendering.h:1231
uint32 bFogOnlyOnRenderedOpaque
Definition SceneRendering.h:1376
TArray< FVisibleLightViewInfo, SceneRenderingAllocator > VisibleLightInfos
Definition SceneRendering.h:1234
FLumenSceneData * ViewLumenSceneData
Definition SceneRendering.h:1533
FSceneUniformBuffer & GetSceneUniforms() const
Definition SceneRendering.h:3093
TRefCountPtr< IPooledRenderTarget > SkyAtmosphereViewLutTexture
Definition SceneRendering.h:1445
FSceneBitArray StaticMeshVisibilityMap
Definition SceneRendering.h:1176
FIntRect GetUnscaledFamilyViewRect() const
Definition SceneRendering.cpp:2286
FMobileCSMVisibilityInfo MobileCSMVisibilityInfo
Definition SceneRendering.h:1298
float AutoBeforeDOFTranslucencyBoundary
Definition SceneRendering.h:1401
TUniformBufferRef< FMobileReflectionCaptureShaderData > MobileReflectionCaptureUniformBuffer
Definition SceneRendering.h:1439
FForwardLightingViewResources ForwardLightingResources
Definition SceneRendering.h:1455
TArray< FVolumetricMeshBatch, SceneRenderingAllocator > VolumetricMeshBatches
Definition SceneRendering.h:1222
FIntRect ViewRect
Definition SceneRendering.h:1137
int32 NumBoxReflectionCaptures
Definition SceneRendering.h:1435
TArray< FPrimitiveSceneInfo *, SceneRenderingAllocator > DirtyIndirectLightingCacheBufferPrimitives
Definition SceneRendering.h:1200
TArray< FMeshBatchAndRelevance, SceneRenderingAllocator > DynamicEditorMeshElements
Definition SceneRendering.h:1270
uint32 bHasNoVisiblePrimitive
Definition SceneRendering.h:1354
uint32 bStatePrevViewInfoIsReadOnly
Definition SceneRendering.h:1351
const FTexture2DResource * FFTBloomKernelTexture
Definition SceneRendering.h:1488
TArray< FPrimitiveSceneInfo *, SceneRenderingAllocator > IndirectShadowPrimitives
Definition SceneRendering.h:1491
FGPUScenePrimitiveCollector DynamicPrimitiveCollector
Definition SceneRendering.h:1813
uint32 bDisableQuerySubmissions
Definition SceneRendering.h:1363
float MaterialMaxEmissiveValue
Definition SceneRendering.h:1483
uint32 bSceneHasSkyMaterial
Definition SceneRendering.h:1382
bool bLightGridHasRectLights
Definition SceneRendering.h:1458
int32 NumVisibleStaticMeshElements
Definition SceneRendering.h:1410
UTexture * FogInscatteringColorCubemap
Definition SceneRendering.h:1323
void BeginRenderView() const
Definition SceneRendering.cpp:2305
float FogMaxOpacity
Definition SceneRendering.h:1312
uint32 bUsesCustomStencil
Definition SceneRendering.h:1370
FVector TranslucencyLightingVolumeSize[TVC_MAX]
Definition SceneRendering.h:1336
FUniformBufferRHIRef DitherFadeInUniformBuffer
Definition SceneRendering.h:1167
FVector FogInscatteringTextureParameters
Definition SceneRendering.h:1324
int32 NumVisibleDynamicMeshElements[EMeshPass::Num]
Definition SceneRendering.h:1197
float VolumetricFogStartDistance
Definition SceneRendering.h:1317
FSubstrateViewData & SubstrateViewData
Definition SceneRendering.h:1300
TSet< uint32, DefaultKeyFuncs< uint32 >, SceneRenderingSetAllocator > CustomDepthStencilValues
Definition SceneRendering.h:1216
FSimpleElementCollector & SimpleElementCollector
Definition SceneRendering.h:1272
FSceneViewState * ViewState
Definition SceneRendering.h:1143
FGPUScenePrimitiveCollector RayTracingDynamicPrimitiveCollector
Definition SceneRendering.h:1814
float GetLastAverageSceneLuminance() const
Definition SceneRendering.cpp:2441
float PreExposure
Definition SceneRendering.h:1413
uint32 bUsesSecondStageDepthPass
Definition SceneRendering.h:1392
FTranslucenyPrimCount TranslucentPrimCount
Definition SceneRendering.h:1210
float DirectionalInscatteringStartDistance
Definition SceneRendering.h:1329
bool RequiresSecondaryUpscale() const
Definition SceneRendering.h:1651
FViewInfo * CreateSnapshot() const
Definition SceneRendering.cpp:2340
TUniformBufferRef< FReflectionCaptureShaderData > ReflectionCaptureUniformBuffer
Definition SceneRendering.h:1438
FRDGTextureRef ClosestHZB
Definition SceneRendering.h:1423
FPersistentViewId PersistentViewId
Definition SceneRendering.h:1608
bool bUseDirectionalInscattering
Definition SceneRendering.h:1327
TArray< FDynamicPrimitiveResource *, SceneRenderingAllocator > DynamicResources
Definition SceneRendering.h:1252
RENDERER_API void SetupUniformBufferParameters(const FViewMatrices &InViewMatrices, const FViewMatrices &InPrevViewMatrices, FBox *OutTranslucentCascadeBoundsArray, int32 NumTranslucentCascades, FViewUniformShaderParameters &ViewUniformShaderParameters) const
Definition SceneRendering.cpp:1294
bool ShouldUpdateEyeAdaptationBuffer() const
Definition SceneRendering.cpp:2408
uint32 bUsesGlobalDistanceField
Definition SceneRendering.h:1365
bool bEnableVolumetricFog
Definition SceneRendering.h:1316
LightFunctionAtlas::FLightFunctionAtlasViewData LightFunctionAtlasViewData
Definition SceneRendering.h:1306
bool bHasCustomDepthPrimitives
Definition SceneRendering.h:1213
FGlobalDistanceFieldInfo & GlobalDistanceFieldInfo
Definition SceneRendering.h:1207
uint32 bUsesCustomDepth
Definition SceneRendering.h:1369
const FAtmosphereUniformShaderParameters * SkyAtmosphereUniformShaderParameters
Definition SceneRendering.h:1446
FUniformBufferRHIRef DitherFadeOutUniformBuffer
Definition SceneRendering.h:1170
FRDGTextureRef HeterogeneousVolumeHoldout
Definition SceneRendering.h:1462
int32 NumVisibleDynamicEditorPrimitives
Definition SceneRendering.h:1194
float VolumetricFogPhaseG
Definition SceneRendering.h:1320
TArray< const FLightSceneProxy *, SceneRenderingAllocator > VisibleReflectionCaptureLights
Definition SceneRendering.h:1237
Definition VirtualShadowMapArray.h:291
Definition VirtualShadowMapClipmap.h:42
Definition VirtualTextureSystem.h:86
Definition SceneVisibilityPrivate.h:503
Definition SceneRendering.h:211
TSharedPtr< FVirtualShadowMapClipmap > FindVirtualShadowMapShadowClipmapForView(const FViewInfo *View) const
Definition SceneRendering.cpp:561
bool ContainsOnlyVirtualShadowMaps() const
Definition SceneRendering.cpp:607
TArray< FProjectedShadowInfo *, SceneRenderingAllocator > OccludedPerObjectShadows
Definition SceneRendering.h:225
TArray< TSharedPtr< FVirtualShadowMapClipmap >, SceneRenderingAllocator > VirtualShadowMapClipmaps
Definition SceneRendering.h:227
TArray< FProjectedShadowInfo *, SceneRenderingAllocator > ShadowsToProject
Definition SceneRendering.h:218
int32 GetVirtualShadowMapId(const FViewInfo *View) const
Definition SceneRendering.cpp:581
TArray< FProjectedShadowInfo *, SceneRenderingAllocator > AllProjectedShadows
Definition SceneRendering.h:215
TArray< TRefCountPtr< FProjectedShadowInfo >, SceneRenderingAllocator > ProjectedPreShadows
Definition SceneRendering.h:222
TArray< FProjectedShadowInfo *, SceneRenderingAllocator > CapsuleShadowsToProject
Definition SceneRendering.h:219
Definition SceneRendering.h:185
TArray< FPrimitiveViewRelevance, SceneRenderingAllocator > ProjectedShadowViewRelevanceMap
Definition SceneRendering.h:192
uint32 bInDrawRange
Definition SceneRendering.h:197
uint32 bInViewFrustum
Definition SceneRendering.h:195
FSceneBitArray ProjectedShadowVisibilityMap
Definition SceneRendering.h:189
FVisibleLightViewInfo()
Definition SceneRendering.h:203
FMobileCSMSubjectPrimitives MobileCSMSubjectPrimitives
Definition SceneRendering.h:200
Definition SceneRendering.h:565
FVolumeUpdateRegion()
Definition SceneRendering.h:568
EVolumeUpdateType UpdateType
Definition SceneRendering.h:578
FIntVector CellsSize
Definition SceneRendering.h:576
FBox Bounds
Definition SceneRendering.h:573
Definition SceneRendering.h:755
void Release()
Definition SceneRendering.h:764
TUniformBufferRef< FVolumetricFogGlobalData > VolumetricFogGlobalData
Definition SceneRendering.h:757
FVolumetricFogViewResources()
Definition SceneRendering.h:761
FRDGTextureRef IntegratedLightScatteringTexture
Definition SceneRendering.h:759
Definition RendererInterface.h:572
Definition SceneRendererInterface.h:47
virtual const FSceneUniformBuffer & GetSceneUniforms() const =0
Definition SceneView.h:2164
virtual ISceneViewFamilyScreenPercentage * Fork_GameThread(const class FSceneViewFamily &ViewFamily) const =0
static bool IsASecondaryPass(EStereoscopicPass Pass)
Definition StereoRendering.h:109
static bool IsStereoEyePass(EStereoscopicPass Pass)
Definition StereoRendering.h:83
static ENGINE_API bool IsASecondaryView(const FSceneView &View)
Definition StereoRendering.cpp:27
Definition SceneVisibility.h:33
Definition Renderer.Build.cs:6
Definition ArrayView.h:139
UE_FORCEINLINE_HINT constexpr SizeType Num() const
Definition ArrayView.h:380
constexpr ElementType & Last(SizeType IndexFromTheEnd=0) const
Definition ArrayView.h:410
UE_REWRITE SizeType Num() const
Definition Array.h:1144
UE_NODEBUG UE_FORCEINLINE_HINT ElementType & Last(SizeType IndexFromTheEnd=0) UE_LIFETIMEBOUND
Definition Array.h:1263
UE_REWRITE bool IsEmpty() const
Definition Array.h:1133
UE_NODEBUG UE_FORCEINLINE_HINT SizeType Add(ElementType &&Item)
Definition Array.h:2696
Definition IConsoleManager.h:1792
UE_FORCEINLINE_HINT void Init(bool bValue, int32 InNumBits)
Definition BitArray.h:828
Definition ChunkedArray.h:56
T * Create(TArgs &&... Args)
Definition ConcurrentLinearAllocator.h:864
Definition ContainerAllocationPolicies.h:1276
Definition RenderResource.h:543
Definition IndirectArray.h:20
Definition ConcurrentLinearAllocator.h:624
Definition UnrealString.h.inl:34
Definition RefCounting.h:454
UE_FORCEINLINE_HINT bool IsValid() const
Definition RefCounting.h:594
UE_FORCEINLINE_HINT void SafeRelease()
Definition RefCounting.h:599
Definition ContainerAllocationPolicies.h:1662
Definition SharedPointer.h:692
Definition ContainerAllocationPolicies.h:894
Definition StaticArray.h:26
Definition UniquePtr.h:107
Definition SceneRendererInterface.h:24
Definition Texture.h:1219
Type
Definition MeshPassProcessor.h:38
@ Num
Definition MeshPassProcessor.h:86
Type
Definition RHIFeatureLevel.h:20
Type
Definition TranslucentPassResource.h:13
@ TPT_MAX
Definition TranslucentPassResource.h:22
void Dispatch(FRHIComputeCommandList &RHICmdList, const TShaderRef< TShaderClass > &ComputeShader, const FShaderParametersMetadata *ParametersMetadata, const typename TShaderClass::FParameters &Parameters, FIntVector GroupCount)
Definition RenderGraphUtils.h:491
Definition MegaLights.cpp:871
Definition SkinnedMeshComponent.h:50
Definition PathTracingOutputInvalidateReason.h:6
Definition SceneManagement.h:73
ECullingMode
Definition RaytracingOptions.h:66
TTask< TInvokeResult_T< TaskBodyType > > Launch(const TCHAR *DebugName, TaskBodyType &&TaskBody, ETaskPriority Priority=ETaskPriority::Normal, EExtendedTaskPriority ExtendedPriority=EExtendedTaskPriority::None, ETaskFlags Flags=ETaskFlags::None)
Definition Task.h:266
@ false
Definition radaudio_common.h:23
U16 Index
Definition radfft.cpp:71
Definition VolumetricCloudRendering.h:123
Definition SceneRendering.h:2015
FRDGPassRef CompactLinksPass
Definition SceneRendering.h:2016
Definition CustomDepthRendering.h:23
Definition DBufferTextures.h:35
Definition DepthRendering.h:39
Definition ShadowSetup.cpp:1366
Definition ShowFlags.h:56
Definition SceneRendering.h:2970
ETextureCreateFlags EyeAdaptation
Definition SceneRendering.h:2991
ETextureCreateFlags DistanceFieldAODownsampledBentNormal
Definition SceneRendering.h:3002
ETextureCreateFlags GBufferE
Definition SceneRendering.h:2980
EBufferUsageFlags DistanceFieldAOScreenGridResources
Definition SceneRendering.h:3030
ETextureCreateFlags ScreenSpaceAO
Definition SceneRendering.h:3011
void Update()
Definition SceneRendering.cpp:706
EBufferUsageFlags ForwardLightingCullingResources
Definition SceneRendering.h:3031
ETextureCreateFlags GBufferB
Definition SceneRendering.h:2977
ETextureCreateFlags Tonemap
Definition SceneRendering.h:2997
ETextureCreateFlags DistanceFieldShadows
Definition SceneRendering.h:3003
ETextureCreateFlags MotionBlur
Definition SceneRendering.h:2996
ETextureCreateFlags HistogramReduce
Definition SceneRendering.h:2993
ETextureCreateFlags ShadowPointLight
Definition SceneRendering.h:3023
ETextureCreateFlags ShadowCSM
Definition SceneRendering.h:3025
ETextureCreateFlags GBufferD
Definition SceneRendering.h:2979
ETextureCreateFlags SSR
Definition SceneRendering.h:3012
ETextureCreateFlags ShadowPerObject
Definition SceneRendering.h:3024
ETextureCreateFlags DistanceFieldIrradiance
Definition SceneRendering.h:3004
ETextureCreateFlags DBufferB
Definition SceneRendering.h:3014
ETextureCreateFlags VolumetricFog
Definition SceneRendering.h:3008
void OnSceneRenderTargetsAllocated()
ETextureCreateFlags DBufferMask
Definition SceneRendering.h:3016
ETextureCreateFlags GBufferC
Definition SceneRendering.h:2978
ETextureCreateFlags ScreenSpaceShadowMask
Definition SceneRendering.h:3007
ETextureCreateFlags DistanceFieldAOConfidence
Definition SceneRendering.h:3005
ETextureCreateFlags SceneColor
Definition SceneRendering.h:2985
ETextureCreateFlags PostProcessMaterial
Definition SceneRendering.h:3020
ETextureCreateFlags VelocityMax
Definition SceneRendering.h:2995
ETextureCreateFlags DistanceFieldAOHistory
Definition SceneRendering.h:3000
ETextureCreateFlags Downsample
Definition SceneRendering.h:2990
EBufferUsageFlags DistanceFieldCulledObjectBuffers
Definition SceneRendering.h:3028
ETextureCreateFlags CustomDepth
Definition SceneRendering.h:3022
ETextureCreateFlags DBufferA
Definition SceneRendering.h:3013
ETextureCreateFlags Upscale
Definition SceneRendering.h:2998
ETextureCreateFlags DBufferC
Definition SceneRendering.h:3015
bool bDirty
Definition SceneRendering.h:3033
ETextureCreateFlags DOFSetup
Definition SceneRendering.h:3017
ETextureCreateFlags SceneDepth
Definition SceneRendering.h:2984
ETextureCreateFlags SeparateTranslucencyModulate
Definition SceneRendering.h:3010
ETextureCreateFlags Bloom
Definition SceneRendering.h:2986
ETextureCreateFlags Distortion
Definition SceneRendering.h:3006
ETextureCreateFlags CircleDOF
Definition SceneRendering.h:2988
ETextureCreateFlags SeparateTranslucency
Definition SceneRendering.h:3009
ETextureCreateFlags HZB
Definition SceneRendering.h:2983
ETextureCreateFlags DistanceFieldAOBentNormal
Definition SceneRendering.h:3001
ETextureCreateFlags GBufferVelocity
Definition SceneRendering.h:2982
ETextureCreateFlags VelocityFlat
Definition SceneRendering.h:2994
ETextureCreateFlags DOFPostfilter
Definition SceneRendering.h:3019
ETextureCreateFlags Histogram
Definition SceneRendering.h:2992
ETextureCreateFlags GBufferA
Definition SceneRendering.h:2976
ETextureCreateFlags BokehDOF
Definition SceneRendering.h:2987
ETextureCreateFlags DOFReduce
Definition SceneRendering.h:3018
ETextureCreateFlags CombineLUTs
Definition SceneRendering.h:2989
EBufferUsageFlags GlobalDistanceFieldCullGridBuffers
Definition SceneRendering.h:3032
ETextureCreateFlags GBufferF
Definition SceneRendering.h:2981
FFastVramConfig()
Definition SceneRendering.cpp:701
ETextureCreateFlags DistanceFieldNormal
Definition SceneRendering.h:2999
EBufferUsageFlags DistanceFieldTileIntersectionResources
Definition SceneRendering.h:3029
Definition SceneRendering.h:951
FIntRect ViewportRect
Definition SceneRendering.h:960
TRefCountPtr< IPooledRenderTarget > RT
Definition SceneRendering.h:954
void SafeRelease()
Definition SceneRendering.h:962
bool IsValid() const
Definition SceneRendering.h:967
FIntPoint ReferenceBufferSize
Definition SceneRendering.h:957
Definition ShadowSetup.cpp:5125
Definition StaticBoundShaderState.h:78
Definition GlobalRenderResources.h:195
Definition HairStrandsData.h:435
Definition ScenePrivate.h:2290
Definition LensDistortion.h:8
Definition LocalFogVolumeRendering.h:96
Definition MeshBatch.h:371
uint16 MeshIdInPrimitive
Definition MeshBatch.h:397
Definition MeshPassProcessor.h:2118
Definition SceneTextures.h:52
bool bIsSceneTexturesInitialized
Definition SceneTextures.h:60
Definition MobileBasePassRendering.h:38
Definition SceneRendering.h:2841
FDynamicShadowsTaskData * DynamicShadows
Definition SceneRendering.h:2847
IVisibilityTaskData * VisibilityTaskData
Definition SceneRendering.h:2846
FInitViewTaskDatas(IVisibilityTaskData *InVisibilityTaskData)
Definition SceneRendering.h:2842
Definition NaniteShared.h:936
Definition SceneRendering.h:302
FVector Center
Definition SceneRendering.h:303
FVector Extent
Definition SceneRendering.h:304
Definition SceneRendering.h:1961
FGraphEventRef Fence
Definition SceneRendering.h:1962
uint32 ViewStateUniqueID
Definition SceneRendering.h:1963
Definition SceneRendering.h:109
bool IsValid() const
Definition SceneRendering.h:110
Definition RendererInterface.h:81
FIntPoint Extent
Definition RendererInterface.h:420
Definition SceneRendering.h:975
TRefCountPtr< IPooledRenderTarget > GBufferC
Definition SceneRendering.h:991
TRefCountPtr< IPooledRenderTarget > CompressedOpaqueDepth
Definition SceneRendering.h:1009
TRefCountPtr< IPooledRenderTarget > CompressedOpaqueShadingModel
Definition SceneRendering.h:1012
FScreenSpaceDenoiserHistory WaterReflectionsHistory
Definition SceneRendering.h:1053
TRefCountPtr< IPooledRenderTarget > CompressedDepthViewNormal
Definition SceneRendering.h:1006
uint32 InstanceOcclusionQueryMask
Definition SceneRendering.h:1002
FTemporalAAHistory RoughRefractionHistory
Definition SceneRendering.h:1037
TRefCountPtr< IPooledRenderTarget > ScreenSpaceRayTracingInput
Definition SceneRendering.h:1015
FTemporalAAHistory TemporalAAHistory
Definition SceneRendering.h:1018
TMap< const ULightComponent *, TSharedPtr< FScreenSpaceDenoiserHistory > > ShadowHistories
Definition SceneRendering.h:1071
TRefCountPtr< IPooledRenderTarget > LuminanceHistory
Definition SceneRendering.h:1077
TRefCountPtr< IPooledRenderTarget > VisualizeMotionVectors
Definition SceneRendering.h:1086
TRefCountPtr< IPooledRenderTarget > GBufferB
Definition SceneRendering.h:990
FTemporalAAHistory HairHistory
Definition SceneRendering.h:1040
FScreenSpaceDenoiserHistory PolychromaticPenumbraHarmonicsHistory
Definition SceneRendering.h:1074
TRefCountPtr< IPooledRenderTarget > DistortingDisplacementTexture
Definition SceneRendering.h:997
FScreenSpaceDenoiserHistory DiffuseIndirectHistory
Definition SceneRendering.h:1062
FTSRHistory TSRHistory
Definition SceneRendering.h:1021
float SceneColorPreExposure
Definition SceneRendering.h:983
FTemporalAAHistory DOFSetupHistory
Definition SceneRendering.h:1030
TRefCountPtr< IPooledRenderTarget > GBufferA
Definition SceneRendering.h:989
FIntRect VisualizeMotionVectorsRect
Definition SceneRendering.h:1087
bool bUsesGlobalDistanceField
Definition SceneRendering.h:985
FIntRect LuminanceViewRectHistory
Definition SceneRendering.h:1080
TRefCountPtr< UE::Renderer::Private::ITemporalUpscaler::IHistory > ThirdPartyTemporalUpscalerHistory
Definition SceneRendering.h:1024
TRefCountPtr< IPooledRenderTarget > HZB
Definition SceneRendering.h:993
bool bIsVisualizeMotionVectorsDistorted
Definition SceneRendering.h:1088
FScreenSpaceDenoiserHistory ReflectionsHistory
Definition SceneRendering.h:1052
TRefCountPtr< IPooledRenderTarget > NaniteHZB
Definition SceneRendering.h:994
TRefCountPtr< IPooledRenderTarget > HalfResTemporalAAHistory
Definition SceneRendering.h:1027
FGTAOTAAHistory GTAOHistory
Definition SceneRendering.h:1059
FViewMatrices ViewMatrices
Definition SceneRendering.h:980
FTemporalAAHistory SSRHistory
Definition SceneRendering.h:1033
FTemporalAAHistory WaterSSRHistory
Definition SceneRendering.h:1034
FScreenSpaceDenoiserHistory SkyLightHistory
Definition SceneRendering.h:1065
TRefCountPtr< IPooledRenderTarget > MobileBloomSetup_EyeAdaptation
Definition SceneRendering.h:1083
FScreenSpaceDenoiserHistory AmbientOcclusionHistory
Definition SceneRendering.h:1056
uint64 GetGPUSizeBytes(bool bLogSizes) const
Definition SceneViewState.cpp:170
TRefCountPtr< IPooledRenderTarget > DepthBuffer
Definition SceneRendering.h:988
FScreenSpaceDenoiserHistory ReflectedSkyLightHistory
Definition SceneRendering.h:1068
FTemporalAAHistory CustomSSRInput
Definition SceneRendering.h:1049
FIntRect ViewRect
Definition SceneRendering.h:977
Definition SceneRendering.h:1124
int32 InstanceSceneDataOffset
Definition SceneRendering.h:1126
int32 NumInstances
Definition SceneRendering.h:1127
int32 PrimitiveIndex
Definition SceneRendering.h:1125
Definition RenderGraphDefinitions.h:627
Definition RenderGraphUtils.h:288
Definition RHIResources.h:5248
Definition ShaderParameterMacros.h:770
Definition MobileShadingRenderer.cpp:277
Definition ResourceArray.h:31
Definition SceneRendering.h:117
static bool bEnableSceneCaptureLogging
Definition SceneRendering.h:118
Definition SceneRendering.h:2093
FViewFamilyInfo ViewFamily
Definition SceneRendering.h:2100
FCustomRenderPassBase * CustomRenderPass
Definition SceneRendering.h:2098
FNaniteShadingCommands NaniteBasePassShadingCommands
Definition SceneRendering.h:2103
TArray< FViewInfo > Views
Definition SceneRendering.h:2102
Definition SceneTexturesConfig.h:114
static const FSceneTexturesConfig & Get()
Definition SceneTexturesConfig.h:122
Definition SceneTextures.h:110
Definition SceneView.h:2224
Definition SceneView.h:180
Definition SingleLayerWaterRendering.h:32
Definition CanvasTypes.h:854
Definition SceneRendering.h:918
bool IsValid() const
Definition SceneRendering.h:939
TArray< FIntRect, TInlineAllocator< 1 > > Scissors
Definition SceneRendering.h:923
TRefCountPtr< IPooledRenderTarget > TileClassification
Definition SceneRendering.h:929
uint64 GetGPUSizeBytes(bool bLogSizes) const
Definition SceneViewState.cpp:159
static constexpr int32 RTCount
Definition SceneRendering.h:920
TStaticArray< TRefCountPtr< IPooledRenderTarget >, RTCount > RT
Definition SceneRendering.h:926
void SafeRelease()
Definition SceneRendering.h:932
Definition ShaderPrintParameters.h:218
Definition SkyAtmosphereRendering.h:72
Definition SceneRendering.h:787
bool bVisibleInRealTimeSkyCapture
Definition SceneRendering.h:791
bool bVisibleInMainPass
Definition SceneRendering.h:790
const FPrimitiveSceneProxy * Proxy
Definition SceneRendering.h:789
const FMeshBatch * Mesh
Definition SceneRendering.h:788
Definition LightSceneInfo.h:146
Definition SceneRendering.h:1907
TArray< FProjectedShadowInfo *, SceneRenderingAllocator > Shadows
Definition SceneRendering.h:1909
FShadowMapRenderTargetsRefCounted RenderTargets
Definition SceneRendering.h:1908
Definition SceneRendering.h:1913
TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > ShadowMapCubemaps
Definition SceneRendering.h:1917
FSortedShadowMapAtlas PreshadowCache
Definition SceneRendering.h:1919
void Release()
Definition SceneRendering.cpp:2505
TArray< FProjectedShadowInfo *, SceneRenderingAllocator > VirtualShadowMapShadows
Definition SceneRendering.h:1923
TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > TranslucencyShadowMapAtlases
Definition SceneRendering.h:1921
TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > CompleteShadowMapAtlases
Definition SceneRendering.h:1925
TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > ShadowMapAtlases
Definition SceneRendering.h:1915
int64 ComputeMemorySize() const
Definition SceneRendering.h:1929
bool IsEmpty() const
Definition SceneRendering.h:1953
Definition SceneRendering.h:795
const FMeshBatch * Mesh
Definition SceneRendering.h:796
const FPrimitiveSceneProxy * Proxy
Definition SceneRendering.h:797
Definition Substrate.h:145
Definition SceneRendering.h:873
int32 FrameStorageCount
Definition SceneRendering.h:891
TArray< FViewMatrices > ViewMatrices
Definition SceneRendering.h:897
TArray< FIntRect > InputViewportRects
Definition SceneRendering.h:899
bool IsValid() const
Definition SceneRendering.h:908
TRefCountPtr< IPooledRenderTarget > ColorArray
Definition SceneRendering.h:875
uint64 GetGPUSizeBytes(bool bLogSizes) const
Definition SceneViewState.cpp:135
TRefCountPtr< IPooledRenderTarget > GuideArray
Definition SceneRendering.h:879
int32 AccumulatedFrameCount
Definition SceneRendering.h:893
TRefCountPtr< IPooledRenderTarget > MetadataArray
Definition SceneRendering.h:876
TArray< float > SceneColorPreExposures
Definition SceneRendering.h:898
TArray< TRefCountPtr< IPooledRenderTarget > > DistortingDisplacementTextures
Definition SceneRendering.h:900
FIntRect InputViewportRect
Definition SceneRendering.h:884
uint32 FormatBit
Definition SceneRendering.h:888
TRefCountPtr< IPooledRenderTarget > MoireArray
Definition SceneRendering.h:880
int32 LastFrameRollingIndex
Definition SceneRendering.h:894
FIntRect OutputViewportRect
Definition SceneRendering.h:885
TRefCountPtr< IPooledRenderTarget > CoverageArray
Definition SceneRendering.h:881
void SafeRelease()
Definition SceneRendering.h:903
int32 FrameStoragePeriod
Definition SceneRendering.h:892
Definition SceneRendering.h:840
void SafeRelease()
Definition SceneRendering.h:858
FIntPoint ReferenceBufferSize
Definition SceneRendering.h:849
bool IsValid() const
Definition SceneRendering.h:863
TStaticArray< TRefCountPtr< IPooledRenderTarget >, kRenderTargetCount > RT
Definition SceneRendering.h:846
FIntRect ViewportRect
Definition SceneRendering.h:852
Definition SceneRendering.h:741
FVector4f MinMaxUvBound
Definition SceneRendering.h:745
bool bIsDefault
Definition SceneRendering.h:742
FIntRect RectBound
Definition SceneRendering.h:744
FRDGTextureRef Texture
Definition SceneRendering.h:743
Definition SceneRendering.h:246
bool UseSceneColorCopy(ETranslucencyPass::Type InPass) const
Definition SceneRendering.h:294
FTranslucenyPrimCount()
Definition SceneRendering.h:253
void Append(const FTranslucenyPrimCount &InSrc)
Definition SceneRendering.h:263
void Add(ETranslucencyPass::Type InPass, bool bUseSceneColorCopy)
Definition SceneRendering.h:273
int32 Num(ETranslucencyPass::Type InPass) const
Definition SceneRendering.h:279
int32 NumPrims() const
Definition SceneRendering.h:284
Definition SceneRendering.h:1426
FRDGTextureRef MarkTexture
Definition SceneRendering.h:1427
FRDGBufferRef VoxelData
Definition SceneRendering.h:1429
FRDGBufferRef VoxelIndirectArgs
Definition SceneRendering.h:1430
FRDGBufferRef VoxelAllocator
Definition SceneRendering.h:1428
Definition SceneView.h:317
Definition SceneOcclusion.h:22
Definition VolumetricFogShared.h:26
Definition SceneRendering.h:749
FTransientLightFunctionTextureAtlasTile AtlasTile
Definition SceneRendering.h:750
FMatrix44f LightFunctionTranslatedWorldToLightMatrix
Definition SceneRendering.h:751
Definition SceneRendering.h:771
FORCEINLINE bool operator==(const FVolumetricMeshBatch &rhs) const
Definition SceneRendering.h:780
const FMeshBatch * Mesh
Definition SceneRendering.h:772
const FPrimitiveSceneProxy * Proxy
Definition SceneRendering.h:773
FVolumetricMeshBatch(const FMeshBatch *M, const FPrimitiveSceneProxy *P)
Definition SceneRendering.h:775
Definition RendererInterface.h:494
virtual const FPooledRenderTargetDesc & GetDesc() const =0
virtual uint32 ComputeMemorySize() const =0
Definition LightFunctionAtlas.h:76
Definition LightFunctionAtlas.h:136
Definition Optional.h:131
Definition LightweightStats.h:416
Definition BoxSphereBounds.h:25
IntPointType Size() const
Definition IntRect.h:449