UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ScreenPass.cpp File Reference

Classes

class  FDownsampleDepthPS
 

Functions

 IMPLEMENT_GLOBAL_SHADER (FScreenPassVS, "/Engine/Private/ScreenPass.usf", "ScreenPassVS", SF_Vertex)
 
FRHITextureGetMiniFontTexture ()
 
FRDGTextureRef TryCreateViewFamilyTexture (FRDGBuilder &GraphBuilder, const FSceneViewFamily &ViewFamily)
 
FRDGTextureRef TryCreateViewFamilyDepthTexture (FRDGBuilder &GraphBuilder, const FSceneViewFamily &ViewFamily)
 
FScreenPassTextureViewportParameters GetScreenPassTextureViewportParameters (const FScreenPassTextureViewport &InViewport)
 
void SetScreenPassPipelineState (FRHICommandList &RHICmdList, const FScreenPassPipelineState &ScreenPassDraw)
 
void DrawScreenPass_PostSetup (FRHICommandList &RHICmdList, const FScreenPassViewInfo &ViewInfo, const FScreenPassTextureViewport &OutputViewport, const FScreenPassTextureViewport &InputViewport, const FScreenPassPipelineState &PipelineState, EScreenPassDrawFlags Flags)
 
void AddDrawTexturePass (FRDGBuilder &GraphBuilder, FScreenPassViewInfo ViewInfo, FRDGTextureRef InputTexture, FRDGTextureRef OutputTexture, FIntPoint InputPosition, FIntPoint InputSize, FIntPoint OutputPosition, FIntPoint OutputSize)
 
void AddDrawTexturePass (FRDGBuilder &GraphBuilder, FScreenPassViewInfo ViewInfo, FRDGTextureRef InputTexture, FRDGTextureRef OutputTexture, FIntPoint InputPosition, FIntPoint OutputPosition, FIntPoint Size)
 
void AddDrawTexturePass (FRDGBuilder &GraphBuilder, FScreenPassViewInfo ViewInfo, FScreenPassTexture Input, FScreenPassRenderTarget Output, uint32 RTMultiViewCount)
 
void AddDrawTexturePass (FRDGBuilder &GraphBuilder, FScreenPassViewInfo ViewInfo, FScreenPassTextureSlice Input, FScreenPassRenderTarget Output)
 
 IMPLEMENT_GLOBAL_SHADER (FDownsampleDepthPS, "/Engine/Private/DownsampleDepthPixelShader.usf", "Main", SF_Pixel)
 
void AddDownsampleDepthPass (FRDGBuilder &GraphBuilder, const FViewInfo &View, FScreenPassTexture Input, FScreenPassRenderTarget Output, EDownsampleDepthFilter DownsampleDepthFilter)
 

Function Documentation

◆ AddDownsampleDepthPass()

void AddDownsampleDepthPass ( FRDGBuilder GraphBuilder,
const FViewInfo View,
FScreenPassTexture  Input,
FScreenPassRenderTarget  Output,
EDownsampleDepthFilter  DownsampleDepthFilter 
)

◆ AddDrawTexturePass() [1/4]

void AddDrawTexturePass ( FRDGBuilder GraphBuilder,
FScreenPassViewInfo  ViewInfo,
FRDGTextureRef  InputTexture,
FRDGTextureRef  OutputTexture,
FIntPoint  InputPosition,
FIntPoint  InputSize,
FIntPoint  OutputPosition,
FIntPoint  OutputSize 
)

◆ AddDrawTexturePass() [2/4]

void AddDrawTexturePass ( FRDGBuilder GraphBuilder,
FScreenPassViewInfo  ViewInfo,
FRDGTextureRef  InputTexture,
FRDGTextureRef  OutputTexture,
FIntPoint  InputPosition = FIntPoint::ZeroValue,
FIntPoint  OutputPosition = FIntPoint::ZeroValue,
FIntPoint  Size = FIntPoint::ZeroValue 
)

Helper function which copies a region of an input texture to a region of the output texture, with support for format conversion. If formats match, the method falls back to a simple DMA (CopyTexture); otherwise, it rasterizes using a pixel shader. Use this method if the two textures may have different formats.

◆ AddDrawTexturePass() [3/4]

void AddDrawTexturePass ( FRDGBuilder GraphBuilder,
FScreenPassViewInfo  ViewInfo,
FScreenPassTexture  Input,
FScreenPassRenderTarget  Output,
uint32  RTMultiViewCount 
)

◆ AddDrawTexturePass() [4/4]

void AddDrawTexturePass ( FRDGBuilder GraphBuilder,
FScreenPassViewInfo  ViewInfo,
FScreenPassTextureSlice  Input,
FScreenPassRenderTarget  Output 
)

Variation of above that accepts a slice, which contains a texture SRV instead of a texture

◆ DrawScreenPass_PostSetup()

void DrawScreenPass_PostSetup ( FRHICommandList RHICmdList,
const FScreenPassViewInfo ViewInfo,
const FScreenPassTextureViewport OutputViewport,
const FScreenPassTextureViewport InputViewport,
const FScreenPassPipelineState PipelineState,
EScreenPassDrawFlags  Flags 
)

◆ GetMiniFontTexture()

FRHITexture * GetMiniFontTexture ( )

◆ GetScreenPassTextureViewportParameters()

FScreenPassTextureViewportParameters GetScreenPassTextureViewportParameters ( const FScreenPassTextureViewport InViewport)

◆ IMPLEMENT_GLOBAL_SHADER() [1/2]

IMPLEMENT_GLOBAL_SHADER ( FDownsampleDepthPS  ,
"/Engine/Private/DownsampleDepthPixelShader.usf"  ,
"Main"  ,
SF_Pixel   
)

◆ IMPLEMENT_GLOBAL_SHADER() [2/2]

IMPLEMENT_GLOBAL_SHADER ( FScreenPassVS  ,
"/Engine/Private/ScreenPass.usf"  ,
"ScreenPassVS"  ,
SF_Vertex   
)

◆ SetScreenPassPipelineState()

void SetScreenPassPipelineState ( FRHICommandList RHICmdList,
const FScreenPassPipelineState ScreenPassDraw 
)

◆ TryCreateViewFamilyDepthTexture()

FRDGTextureRef TryCreateViewFamilyDepthTexture ( FRDGBuilder GraphBuilder,
const FSceneViewFamily ViewFamily 
)

◆ TryCreateViewFamilyTexture()

FRDGTextureRef TryCreateViewFamilyTexture ( FRDGBuilder GraphBuilder,
const FSceneViewFamily ViewFamily 
)