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| | DEFINE_GPU_DRAWCALL_STAT (ShadowDepths) |
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| | IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FShadowDepthPassUniformParameters, "ShadowDepthPass", SceneTextures) |
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| | IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FMobileShadowDepthPassUniformParameters, "MobileShadowDepthPass", SceneTextures) |
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| | IMPLEMENT_SHADER_TYPE (template<>, TScreenVSForGS< false >, TEXT("/Engine/Private/ScreenVertexShader.usf"), TEXT("MainForGS"), SF_Vertex) |
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| | IMPLEMENT_SHADER_TYPE (template<>, TScreenVSForGS< true >, TEXT("/Engine/Private/ScreenVertexShader.usf"), TEXT("MainForGS"), SF_Vertex) |
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| bool | Nanite::IsStatFilterActive (const FString &FilterName) |
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| void | SetupShadowDepthPassUniformBuffer (const FProjectedShadowInfo *ShadowInfo, FRDGBuilder &GraphBuilder, const FViewInfo &View, FShadowDepthPassUniformParameters &ShadowDepthPassParameters) |
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| void | SetupShadowDepthPassUniformBuffer (const FProjectedShadowInfo *ShadowInfo, FRDGBuilder &GraphBuilder, const FViewInfo &View, FMobileShadowDepthPassUniformParameters &ShadowDepthPassParameters) |
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| void | AddClearShadowDepthPass (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture) |
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| void | AddClearShadowDepthPass (FRDGBuilder &GraphBuilder, FRDGTextureRef Texture, const FProjectedShadowInfo *ProjectedShadowInfo) |
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| | IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_PerspectiveCorrect) |
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| | IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_OutputDepth) |
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| | IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_OnePassPointLight) |
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| | IMPLEMENT_SHADOW_DEPTH_SHADERMODE_SHADERS (VertexShadowDepth_VirtualShadowMap) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_PerspectiveCorrectPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_OutputDepthPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_OnePassPointLightPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex) |
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| | IMPLEMENT_MATERIAL_SHADER_TYPE (template<>, TShadowDepthVSVertexShadowDepth_VirtualShadowMapPositionOnly, TEXT("/Engine/Private/ShadowDepthVertexShader.usf"), TEXT("PositionOnlyMain"), SF_Vertex) |
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| | IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_NonPerspectiveCorrect) |
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| | IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_PerspectiveCorrect) |
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| | IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_OnePassPointLight) |
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| | IMPLEMENT_SHADOWDEPTHPASS_PIXELSHADER_TYPE (PixelShadowDepth_VirtualShadowMap) |
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| bool | GetShadowDepthPassShaders (const FMaterial &Material, const FVertexFactoryType *VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, EShadowDepthType ShadowDepthType, bool bSupportsPositionAndNormalOnlyStream, bool bMaterialModifiesMeshPosition, TShaderRef< FShadowDepthVS > &VertexShader, TShaderRef< FShadowDepthBasePS > &PixelShader) |
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| void | SetStateForShadowDepth (EShadowDepthType ShadowDepthType, FMeshPassProcessorRenderState &DrawRenderState) |
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| | IMPLEMENT_GLOBAL_SHADER (FCopyShadowMapsCubeGS, "/Engine/Private/CopyShadowMaps.usf", "CopyCubeDepthGS", SF_Geometry) |
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| | IMPLEMENT_GLOBAL_SHADER (FCopyShadowMapsCubePS, "/Engine/Private/CopyShadowMaps.usf", "CopyCubeDepthPS", SF_Pixel) |
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| | IMPLEMENT_GLOBAL_SHADER (FCopyShadowMaps2DPS, "/Engine/Private/CopyShadowMaps.usf", "Copy2DDepthPS", SF_Pixel) |
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| | IMPLEMENT_GLOBAL_SHADER (FScrollingShadowMaps2DPS, "/Engine/Private/CopyShadowMaps.usf", "Scrolling2DDepthPS", SF_Pixel) |
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| bool | IsParallelDispatchEnabled (const FProjectedShadowInfo *ProjectedShadowInfo, EShaderPlatform ShaderPlatform) |
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| ERasterizerCullMode | SetupShadowCullMode (ERHIFeatureLevel::Type FeatureLevel, EShadowDepthType ShadowDepthType, const FMaterial &Material, const ERasterizerCullMode MeshCullMode, bool bCastShadowAsTwoSided) |
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| EMeshPass::Type | GetShadowMeshPassType (EShadowDepthType ShadowDepthType) |
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| bool | UseCachedMeshDrawCommands (EShadowDepthType ShadowDepthType) |
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| FMeshPassProcessor * | CreateCSMShadowDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (CSMShadowDepthPass, CreateCSMShadowDepthPassProcessor, EShadingPath::Deferred, EMeshPass::CSMShadowDepth, EMeshPassFlags::CachedMeshCommands) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (CSMMobileShadowDepthPass, CreateCSMShadowDepthPassProcessor, EShadingPath::Mobile, EMeshPass::CSMShadowDepth, EMeshPassFlags::CachedMeshCommands) |
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| FMeshPassProcessor * | CreateOnePassPointLightShadowDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (OnePassPointLightShadowDepthPass, CreateOnePassPointLightShadowDepthPassProcessor, EShadingPath::Deferred, EMeshPass::OnePassPointLightShadowDepth, EMeshPassFlags::CachedMeshCommands) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (OnePassPointLightMobileShadowDepthPass, CreateOnePassPointLightShadowDepthPassProcessor, EShadingPath::Mobile, EMeshPass::OnePassPointLightShadowDepth, EMeshPassFlags::CachedMeshCommands) |
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| FMeshPassProcessor * | CreateVSMShadowDepthPassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (VSMShadowDepthPass, CreateVSMShadowDepthPassProcessor, EShadingPath::Deferred, EMeshPass::VSMShadowDepth, EMeshPassFlags::CachedMeshCommands) |
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