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| | DECLARE_CYCLE_STAT (TEXT("TranslucencyTimestampQueryFence Wait"), STAT_TranslucencyTimestampQueryFence_Wait, STATGROUP_SceneRendering) |
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| | DECLARE_CYCLE_STAT (TEXT("TranslucencyTimestampQuery Wait"), STAT_TranslucencyTimestampQuery_Wait, STATGROUP_SceneRendering) |
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| | DECLARE_FLOAT_COUNTER_STAT (TEXT("Translucency GPU Time (MS)"), STAT_TranslucencyGPU, STATGROUP_SceneRendering) |
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| | DEFINE_GPU_DRAWCALL_STAT (Translucency) |
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| bool | ShouldRenderVolumetricCloud (const FScene *Scene, const FEngineShowFlags &EngineShowFlags) |
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| bool | IsVSMTranslucentHighQualityEnabled () |
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| DynamicRenderScaling::FHeuristicSettings | GetDynamicTranslucencyResolutionSettings () |
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| DynamicRenderScaling::FBudget | GDynamicTranslucencyResolution (TEXT("DynamicTranslucencyResolution"), &GetDynamicTranslucencyResolutionSettings) |
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| EMeshPass::Type | TranslucencyPassToMeshPass (ETranslucencyPass::Type TranslucencyPass) |
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| ETranslucencyView | GetTranslucencyView (const FViewInfo &View) |
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| ETranslucencyView | GetTranslucencyViews (TArrayView< const FViewInfo > Views) |
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| bool | IsSeparateTranslucencyEnabled (ETranslucencyPass::Type TranslucencyPass, float DownsampleScale) |
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| FSeparateTranslucencyDimensions | UpdateSeparateTranslucencyDimensions (const FSceneRenderer &SceneRenderer) |
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| | IMPLEMENT_GLOBAL_SHADER (FCopySceneColorPS, "/Engine/Private/TranslucentLightingShaders.usf", "CopySceneColorMain", SF_Pixel) |
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| FRDGTextureRef | AddCopySceneColorPass (FRDGBuilder &GraphBuilder, TArrayView< const FViewInfo > Views, FRDGTextureMSAA SceneColor, bool WithAlpha, bool bSkipIfUnderwater) |
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| | IMPLEMENT_GLOBAL_SHADER (FCopyBackgroundVisibilityPS, "/Engine/Private/ComposeSeparateTranslucency.usf", "CopyBackgroundVisibilityPS", SF_Pixel) |
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| | IMPLEMENT_GLOBAL_SHADER (FComposeSeparateTranslucencyPS, "/Engine/Private/ComposeSeparateTranslucency.usf", "MainPS", SF_Pixel) |
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| | IMPLEMENT_GLOBAL_SHADER (FTranslucencyUpsampleResponsiveAAPS, "/Engine/Private/TranslucencyUpsampling.usf", "UpsampleResponsiveAAPS", SF_Pixel) |
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| void | SetupPostMotionBlurTranslucencyViewParameters (const FViewInfo &View, FViewUniformShaderParameters &Parameters) |
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| const FRDGTextureDesc | GetPostDOFTranslucentTextureDesc (ETranslucencyPass::Type TranslucencyPass, const FSeparateTranslucencyDimensions &SeparateTranslucencyDimensions, bool bIsModulate, EShaderPlatform ShaderPlatform) |
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| FRDGTextureMSAA | CreatePostDOFTranslucentTexture (FRDGBuilder &GraphBuilder, ETranslucencyPass::Type TranslucencyPass, const FSeparateTranslucencyDimensions &SeparateTranslucencyDimensions, bool bIsModulate, EShaderPlatform ShaderPlatform) |
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| void | SetupDownsampledTranslucencyViewParameters (const FViewInfo &View, FIntPoint TextureExtent, FIntRect ViewRect, ETranslucencyPass::Type TranslucencyPass, FViewUniformShaderParameters &DownsampledTranslucencyViewParameters) |
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| TRDGUniformBufferRef< FTranslucentBasePassUniformParameters > | CreateTranslucentBasePassUniformBuffer (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, const int32 ViewIndex, const FTranslucencyLightingVolumeTextures &TranslucencyLightingVolumeTextures, FRDGTextureRef SceneColorCopyTexture, const ESceneTextureSetupMode SceneTextureSetupMode, bool bLumenGIEnabled, const FOITData &OITData, ETranslucencyPass::Type TranslucencyPass) |
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| TRDGUniformBufferRef< FTranslucentBasePassUniformParameters > | CreateTranslucentBasePassUniformBuffer (FRDGBuilder &GraphBuilder, const FScene *Scene, const FViewInfo &View, const int32 ViewIndex, const FTranslucencyLightingVolumeTextures &TranslucencyLightingVolumeTextures, FRDGTextureRef SceneColorCopyTexture, const ESceneTextureSetupMode SceneTextureSetupMode, bool bLumenGIEnabled, ETranslucencyPass::Type TranslucencyPass) |
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