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| | FDeferredShadingSceneRenderer (const FSceneViewFamily *InViewFamily, FHitProxyConsumer *HitProxyConsumer) |
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| void | CommitFinalPipelineState () |
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| void | CommitIndirectLightingState () |
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| void | ClearView (FRHICommandListImmediate &RHICmdList) |
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| void | RenderPrePassView (FRHICommandList &RHICmdList, const FViewInfo &View) |
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| bool | RenderPrePassViewParallel (const FViewInfo &View, FRHICommandListImmediate &ParentCmdList, TFunctionRef< void()> AfterTasksAreStarted, bool bDoPrePre) |
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| void | DebugLightGrid (FRDGBuilder &GraphBuilder, FSceneTextures &SceneTextures, bool bNeedLightGrid) |
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| FSingleLayerWaterPrePassResult * | RenderSingleLayerWaterDepthPrepass (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, ESingleLayerWaterPrepassLocation Location, TConstArrayView< Nanite::FRasterResults > NaniteRasterResults) |
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| void | RenderSingleLayerWater (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, bool bShouldRenderVolumetricCloud, FSceneWithoutWaterTextures &SceneWithoutWaterTextures, FLumenSceneFrameTemporaries &LumenFrameTemporaries, bool bIsCameraUnderWater) |
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| void | RenderSingleLayerWaterInner (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FSceneWithoutWaterTextures &SceneWithoutWaterTextures, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult) |
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| void | RenderSingleLayerWaterReflections (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FSceneWithoutWaterTextures &SceneWithoutWaterTextures, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, FLumenSceneFrameTemporaries &LumenFrameTemporaries) |
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| void | RenderOcclusion (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, bool bIsOcclusionTesting, const FBuildHZBAsyncComputeParams *BuildHZBAsyncComputeParams, Froxel::FRenderer &FroxelRenderer) |
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| bool | RenderHzb (FRDGBuilder &GraphBuilder, FRDGTextureRef SceneDepthTexture, const FBuildHZBAsyncComputeParams *AsyncComputeParams, Froxel::FRenderer &FroxelRenderer) |
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| virtual void | Render (FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) override |
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| virtual void | RenderHitProxies (FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) override |
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| virtual bool | ShouldRenderVelocities () const override |
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| virtual bool | ShouldRenderPrePass () const override |
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| virtual bool | ShouldRenderNanite () const override |
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| void | RenderVisualizeTexturePool (FRHICommandListImmediate &RHICmdList) |
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| bool | IsHeadLink () const |
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| template<typename LambdaType > |
| void | EnumerateLinkedViews (LambdaType &&Lambda, const FSceneView *ViewToSkip=nullptr) |
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| template<typename LambdaType > |
| void | EnumerateLinkedViewFamilies (LambdaType &&Lambda, const FSceneViewFamily *ViewFamilyToSkip=nullptr) |
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| | FSceneRenderer (const FSceneViewFamily *InViewFamily, FHitProxyConsumer *HitProxyConsumer) |
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| virtual | ~FSceneRenderer () |
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| virtual UE::Renderer::Private::IShadowInvalidatingInstances * | GetShadowInvalidatingInstancesInterface (const FSceneView *SceneView) override |
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| virtual FViewFamilyInfo * | GetViewFamily () override |
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| virtual bool | AllowSimpleLights () const |
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| void | PrepareViewRectsForRendering () |
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| void | DoCrossGPUTransfers (FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture, TArrayView< FViewInfo > InViews, bool bCrossGPUTransferFencesDefer, FRHIGPUMask RenderTargetGPUMask, class FCrossGPUTransfersDeferred *TransfersDeferred) |
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| void | FlushCrossGPUTransfers (FRDGBuilder &GraphBuilder) |
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| void | FlushCrossGPUFences (FRDGBuilder &GraphBuilder) |
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| bool | DoOcclusionQueries () const |
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| void | FenceOcclusionTests (FRDGBuilder &GraphBuilder) |
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| void | WaitOcclusionTests (FRHICommandListImmediate &RHICmdList) |
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| bool | ShouldDumpMeshDrawCommandInstancingStats () const |
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| void | RenderSkyAtmosphereInternal (FRDGBuilder &GraphBuilder, const FSceneTextureShaderParameters &SceneTextures, FSkyAtmosphereRenderContext &SkyRenderContext) |
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| void | RenderVolumetricCloudsInternal (FRDGBuilder &GraphBuilder, FCloudRenderContext &CloudRC, FInstanceCullingManager &InstanceCullingManager, const FIntPoint &CloudViewportSize) |
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| FGPUSceneDynamicContext & | GetGPUSceneDynamicContext () |
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| void | VoxelizeFogVolumePrimitives (FRDGBuilder &GraphBuilder, const FViewInfo &View, const FVolumetricFogIntegrationParameterData &IntegrationData, FIntVector VolumetricFogGridSize, FVector GridZParams, float VolumetricFogDistance, bool bVoxelizeEmissive) |
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| void | RenderLightFunctionForVolumetricFog (FRDGBuilder &GraphBuilder, FViewInfo &View, const FSceneTextures &SceneTextures, FIntVector VolumetricFogGridSize, float VolumetricFogMaxDistance, FLightSceneInfo *DirectionalLightSceneInfo, FMatrix44f &OutLightFunctionTranslatedWorldToShadow, FRDGTexture *&OutLightFunctionTexture) |
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| 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) |
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| void | RenderCapsuleShadowsForMovableSkylight (FRDGBuilder &GraphBuilder, const FViewInfo &View, FRDGTextureRef &BentNormalOutput) const |
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| 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) |
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| void | RenderDistanceFieldLighting (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures, const class FDistanceFieldAOParameters &Parameters, TArray< FRDGTextureRef > &OutDynamicBentNormalAOTextures, bool bModulateToSceneColor, bool bVisualizeAmbientOcclusion, bool bModulateToScreenSpaceAO=false) |
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| void | SetupVolumetricFog () |
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| bool | ShouldRenderVolumetricFog () const |
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| void | ComputeVolumetricFog (FRDGBuilder &GraphBuilder, const FSceneTextures &SceneTextures) |
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| FORCEINLINE FSceneTextures & | GetActiveSceneTextures () |
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| FORCEINLINE FSceneTexturesConfig & | GetActiveSceneTexturesConfig () |
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| FORCEINLINE const FSceneTextures & | GetActiveSceneTextures () const |
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| FORCEINLINE const FSceneTexturesConfig & | GetActiveSceneTexturesConfig () const |
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| | DECLARE_MULTICAST_DELEGATE_OneParam (FSceneOnScreenMessagesDelegate, FScreenMessageWriter &) |
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| TConstStridedView< FSceneView > | GetSceneViews () const |
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| bool | IsRenderingStereo () const |
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| | FSceneRendererBase () |
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| | FSceneRendererBase (FScene &InScene) |
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| FScene * | GetScene () final override |
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| const FSceneUniformBuffer & | GetSceneUniforms () const final override |
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| FSceneUniformBuffer & | GetSceneUniforms () final override |
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| TRDGUniformBufferRef< FSceneUniformParameters > | GetSceneUniformBufferRef (FRDGBuilder &GraphBuilder) override final |
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| void | InitSceneExtensionsRenderers (const FEngineShowFlags &EngineShowFlags, bool bValidateCallbacks=false) |
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| FSceneExtensionsRenderers & | GetSceneExtensionsRenderers () |
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| const FSceneExtensionsRenderers & | GetSceneExtensionsRenderers () const |
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| virtual | ~ISceneRenderer ()=default |
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|
| static void | RenderBasePass (FDeferredShadingSceneRenderer &Renderer, FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FSceneTextures &SceneTextures, const FDBufferTextures &DBufferTextures, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FRDGTextureRef ForwardShadowMaskTexture, FInstanceCullingManager &InstanceCullingManager, bool bNaniteEnabled, struct FNaniteShadingCommands &NaniteBasePassShadingCommands, const TArrayView< Nanite::FRasterResults > &NaniteRasterResults) |
| |
| static void | RenderBasePassInternal (FDeferredShadingSceneRenderer &Renderer, FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, const FRenderTargetBindingSlots &BasePassRenderTargets, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, const FForwardBasePassTextures &ForwardBasePassTextures, const FDBufferTextures &DBufferTextures, bool bParallelBasePass, bool bRenderLightmapDensity, FInstanceCullingManager &InstanceCullingManager, bool bNaniteEnabled, struct FNaniteShadingCommands &NaniteBasePassShadingCommands, const TArrayView< Nanite::FRasterResults > &NaniteRasterResults) |
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| static void | RenderAnisotropyPass (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FSceneTextures &SceneTextures, const FScene *Scene, bool bDoParallelPass) |
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| static void | PreallocateCrossGPUFences (TConstArrayView< FSceneRenderer * > SceneRenderers) |
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| static bool | ShouldCompositeEditorPrimitives (const FViewInfo &View) |
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| static FIntPoint | ApplyResolutionFraction (const FSceneViewFamily &ViewFamily, const FIntPoint &UnscaledViewSize, float ResolutionFraction) |
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| static FIntPoint | QuantizeViewRectMin (const FIntPoint &ViewRectMin) |
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| static FIntPoint | GetDesiredInternalBufferSize (const FSceneViewFamily &ViewFamily) |
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| static ISceneViewFamilyScreenPercentage * | ForkScreenPercentageInterface (const ISceneViewFamilyScreenPercentage *ScreenPercentageInterface, FSceneViewFamily &ForkedViewFamily) |
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| static int32 | GetRefractionQuality (const FSceneViewFamily &ViewFamily) |
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| static void | SetStereoViewport (FRHICommandList &RHICmdList, const FViewInfo &View, float ViewportScale=1.0f) |
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| static void | GetLightNameForDrawEvent (const FLightSceneProxy *LightProxy, FString &LightNameWithLevel) |
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| static void | SetActiveInstance (FRDGBuilder &GraphBuilder, FSceneRendererBase *SceneRenderer) |
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| static FSceneRendererBase * | GetActiveInstance (FRDGBuilder &GraphBuilder) |
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|
| static FOcclusionSubmittedFenceState | OcclusionSubmittedFence [FOcclusionQueryHelpers::MaxBufferedOcclusionFrames] |
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| static FGlobalBoundShaderState | OcclusionTestBoundShaderState |
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| static TGlobalResource< FGlobalDynamicReadBuffer > | DynamicReadBufferForInitViews |
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| static TGlobalResource< FGlobalDynamicReadBuffer > | DynamicReadBufferForRayTracing |
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| static TGlobalResource< FGlobalDynamicReadBuffer > | DynamicReadBufferForShadows |
| |
| enum class | ERendererOutput { DepthPrepassOnly
, FinalSceneColor
} |
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| ERendererOutput | GetRendererOutput () const |
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| FDynamicShadowsTaskData * | BeginInitDynamicShadows (FRDGBuilder &GraphBuilder, bool bRunningEarly, IVisibilityTaskData *VisibilityTaskData, FInstanceCullingManager &InstanceCullingManager) |
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| void | FinishInitDynamicShadows (FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData) |
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| void | FinishDynamicShadowMeshPassSetup (FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *TaskData) |
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| FDynamicShadowsTaskData * | InitDynamicShadows (FRDGBuilder &GraphBuilder, FInstanceCullingManager &InstanceCullingManager) |
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| void | CreateDynamicShadows (FDynamicShadowsTaskData &TaskData) |
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| void | FilterDynamicShadows (FDynamicShadowsTaskData &TaskData) |
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| void | SetupMeshPass (FViewInfo &View, FExclusiveDepthStencil::Type BasePassDepthStencilAccess, FViewCommands &ViewCommands, FInstanceCullingManager &InstanceCullingManager) |
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| void | RenderShadowProjections (FRDGBuilder &GraphBuilder, FRDGTextureRef OutputTexture, const FMinimalSceneTextures &SceneTextures, const FLightSceneProxy *LightSceneProxy, TArrayView< const FProjectedShadowInfo *const > Shadows, bool bSubPixelShadow, bool bProjectingForForwardShading) |
| |
| void | RenderShadowProjections (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, FRDGTextureRef ScreenShadowMaskTexture, FRDGTextureRef ScreenShadowMaskSubPixelTexture, const FLightSceneInfo *LightSceneInfo, bool bProjectingForForwardShading) |
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| void | BeginAsyncDistanceFieldShadowProjections (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const FDynamicShadowsTaskData *TaskData) const |
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| TRefCountPtr< FProjectedShadowInfo > | GetCachedPreshadow (const FLightPrimitiveInteraction *InParentInteraction, const FProjectedShadowInitializer &Initializer, const FBoxSphereBounds &Bounds, uint32 InResolutionX) |
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| void | CreatePerObjectProjectedShadow (FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, bool bCreateTranslucentObjectShadow, bool bCreateInsetObjectShadow, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &OutPreShadows) |
| |
| void | SetupInteractionShadows (FDynamicShadowsTaskData &TaskData, FLightPrimitiveInteraction *Interaction, FVisibleLightInfo &VisibleLightInfo, bool bStaticSceneOnly, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ViewDependentWholeSceneShadows, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &PreShadows) |
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| void | AddViewDependentWholeSceneShadowsForView (TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfos, TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &ShadowInfosThatNeedCulling, FVisibleLightInfo &VisibleLightInfo, FLightSceneInfo &LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumCSMCachesUpdatedThisFrame) |
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| void | AllocateShadowDepthTargets (FDynamicShadowsTaskData &TaskData) |
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| void | AllocateAtlasedShadowDepthTargets (FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > Shadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases) |
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| void | AllocateCachedShadowDepthTargets (FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > CachedShadows) |
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| void | AllocateCSMDepthTargets (FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeSceneDirectionalShadows, TArray< FSortedShadowMapAtlas, SceneRenderingAllocator > &OutAtlases) |
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| void | AllocateOnePassPointLightDepthTargets (FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > WholeScenePointShadows) |
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| void | AllocateTranslucentShadowDepthTargets (FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > TranslucentShadows) |
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| void | AllocateMobileCSMAndSpotLightShadowDepthTargets (FRHICommandListBase &RHICmdList, TConstArrayView< FProjectedShadowInfo * > MobileCSMAndSpotLightShadows) |
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| bool | CheckForProjectedShadows (const FLightSceneInfo *LightSceneInfo) const |
| |
| void | BeginGatherShadowPrimitives (FDynamicShadowsTaskData *TaskData, IVisibilityTaskData *VisibilityTaskData) |
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| void | FinishGatherShadowPrimitives (FDynamicShadowsTaskData *TaskData) |
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| void | RenderShadowDepthMaps (FRDGBuilder &GraphBuilder, FDynamicShadowsTaskData *DynamicShadowsTaskData, FInstanceCullingManager &InstanceCullingManager, FRDGExternalAccessQueue &ExternalAccessQueue) |
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| void | RenderShadowDepthMapAtlases (FRDGBuilder &GraphBuilder) |
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| void | CreateWholeSceneProjectedShadow (FDynamicShadowsTaskData &TaskData, FLightSceneInfo *LightSceneInfo, int64 CachedShadowMapsSize, uint32 &NumPointShadowCachesUpdatedThisFrame, uint32 &NumSpotShadowCachesUpdatedThisFrame) |
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| void | UpdatePreshadowCache () |
| |
| void | InitProjectedShadowVisibility (FDynamicShadowsTaskData &TaskData) |
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| void | DrawDebugShadowFrustum (FViewInfo &View, FProjectedShadowInfo &ProjectedShadowInfo) |
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| void | GatherShadowDynamicMeshElements (FDynamicShadowsTaskData &TaskData) |
| |
| bool | RenderCapsuleDirectShadows (FRDGBuilder &GraphBuilder, const FLightSceneInfo &LightSceneInfo, FRDGTextureRef ScreenShadowMaskTexture, TArrayView< const FProjectedShadowInfo *const > CapsuleShadows, bool bProjectingForForwardShading) const |
| |
| void | PreVisibilityFrameSetup (FRDGBuilder &GraphBuilder) |
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| void | GatherReflectionCaptureLightMeshElements () |
| |
| void | PostVisibilityFrameSetup (FILCUpdatePrimTaskData *&OutILCTaskData) |
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| void | InitFogConstants () |
| |
| bool | ShouldRenderTranslucency () const |
| |
| IVisibilityTaskData * | OnRenderBegin (FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) |
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| void | OnRenderFinish (FRDGBuilder &GraphBuilder, FRDGTextureRef ViewFamilyTexture) |
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| bool | RenderCustomDepthPass (FRDGBuilder &GraphBuilder, FCustomDepthTextures &CustomDepthTextures, const FSceneTextureShaderParameters &SceneTextures, TConstArrayView< Nanite::FRasterResults > PrimaryNaniteRasterResults, TConstArrayView< Nanite::FPackedView > PrimaryNaniteViews) |
| |
| void | UpdatePrimitiveIndirectLightingCacheBuffers (FRHICommandListBase &RHICmdList) |
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| void | RenderPlanarReflection (class FPlanarReflectionSceneProxy *ReflectionSceneProxy) |
| |
| void | InitSkyAtmosphereForViews (FRHICommandListImmediate &RHICmdList, FRDGBuilder &GraphBuilder) |
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| void | RenderSkyAtmosphereLookUpTables (FRDGBuilder &GraphBuilder, class FSkyAtmospherePendingRDGResources &PendingRDGResources) |
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| void | RenderSkyAtmosphere (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures) |
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| void | InitVolumetricCloudsForViews (FRDGBuilder &GraphBuilder, bool bShouldRenderVolumetricCloud, FInstanceCullingManager &InstanceCullingManager) |
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| bool | RenderVolumetricCloud (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, bool bSkipVolumetricRenderTarget, bool bSkipPerPixelTracing, FRDGTextureRef HalfResolutionDepthCheckerboardMinMaxTexture, FRDGTextureRef QuarterResolutionDepthMinMaxTexture, bool bAsyncCompute, FInstanceCullingManager &InstanceCullingManager) |
| |
| void | RenderSkyAtmosphereEditorNotifications (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FRDGTextureRef SceneColorTexture) const |
| |
| void | GatherAndSortLights (FSortedLightSetSceneInfo &OutSortedLights, bool bShadowedLightsInClustered=false) |
| |
| void | UpdateLightFunctionAtlasTaskFunction () |
| |
| FComputeLightGridOutput | ComputeLightGrid (FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet, TArray< FForwardLightUniformParameters *, TInlineAllocator< 2 > > &PerViewForwardLightUniformParameters) |
| |
| FComputeLightGridOutput | PrepareForwardLightData (FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet) |
| |
| bool | CheckForLightFunction (const FLightSceneInfo *LightSceneInfo) const |
| |
| void | SetupSceneReflectionCaptureBuffer (FRHICommandListImmediate &RHICmdList) |
| |
| void | RenderVelocities (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, EVelocityPass VelocityPass, bool bForceVelocity, bool bBindRenderTarget=true) |
| |
| void | RenderMeshDistanceFieldVisualization (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures) |
| |
| void | CheckShadowDepthRenderCompleted () const |
| |
| static void | GatherSimpleLights (const FSceneViewFamily &ViewFamily, const TArray< FViewInfo > &Views, FSimpleLightArray &SimpleLights) |
| |
| static bool | ShouldRenderTranslucency (ETranslucencyPass::Type TranslucencyPass, TArrayView< FViewInfo > InViews) |
| |
| static bool | ShouldRenderSkyAtmosphereEditorNotifications (TArrayView< FViewInfo > Views) |
| |
| static void | CreateSplitScreenDebugViewFamilies (const FSceneViewFamily &InFamily, TArray< const FSceneViewFamily * > &OutViewFamilies, TArray< const FSceneViewFamily *, TFixedAllocator< 2 > > &OutFamiliesStorage) |
| |
| static void | DestroySplitScreenDebugViewFamilies (TConstArrayView< const FSceneViewFamily * > ViewFamilies) |
| |
| FIntPoint | FamilySize |
| |
| class FFXSystemInterface * | FXSystem = nullptr |
| |
| bool | bDumpMeshDrawCommandInstancingStats |
| |
| FGPUSceneDynamicContext | GPUSceneDynamicContext |
| |
Scene renderer that implements a deferred shading pipeline and associated features.