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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 void | Render (FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs)=0 |
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| virtual void | RenderHitProxies (FRDGBuilder &GraphBuilder, const FSceneRenderUpdateInputs *SceneUpdateInputs) |
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| virtual bool | ShouldRenderVelocities () const |
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| virtual bool | ShouldRenderPrePass () const |
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| virtual bool | ShouldRenderNanite () const |
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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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| virtual bool | IsLumenEnabled (const FViewInfo &View) const |
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| virtual bool | IsLumenGIEnabled (const FViewInfo &View) const |
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| virtual bool | AnyViewHasGIMethodSupportingDFAO () const |
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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 FDeferredShadingSceneRenderer * | GetDeferredShadingSceneRenderer () |
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| virtual | ~ISceneRenderer ()=default |
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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) |
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| 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) |
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| 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 |
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| 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 () |
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| void | InitProjectedShadowVisibility (FDynamicShadowsTaskData &TaskData) |
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| void | DrawDebugShadowFrustum (FViewInfo &View, FProjectedShadowInfo &ProjectedShadowInfo) |
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| void | GatherShadowDynamicMeshElements (FDynamicShadowsTaskData &TaskData) |
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| bool | RenderCapsuleDirectShadows (FRDGBuilder &GraphBuilder, const FLightSceneInfo &LightSceneInfo, FRDGTextureRef ScreenShadowMaskTexture, TArrayView< const FProjectedShadowInfo *const > CapsuleShadows, bool bProjectingForForwardShading) const |
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| void | PreVisibilityFrameSetup (FRDGBuilder &GraphBuilder) |
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| void | GatherReflectionCaptureLightMeshElements () |
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| void | PostVisibilityFrameSetup (FILCUpdatePrimTaskData *&OutILCTaskData) |
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| void | InitFogConstants () |
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| bool | ShouldRenderTranslucency () const |
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| 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) |
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| void | UpdatePrimitiveIndirectLightingCacheBuffers (FRHICommandListBase &RHICmdList) |
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| void | RenderPlanarReflection (class FPlanarReflectionSceneProxy *ReflectionSceneProxy) |
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| 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) |
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| void | RenderSkyAtmosphereEditorNotifications (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, FRDGTextureRef SceneColorTexture) const |
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| void | GatherAndSortLights (FSortedLightSetSceneInfo &OutSortedLights, bool bShadowedLightsInClustered=false) |
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| void | UpdateLightFunctionAtlasTaskFunction () |
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| FComputeLightGridOutput | ComputeLightGrid (FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet, TArray< FForwardLightUniformParameters *, TInlineAllocator< 2 > > &PerViewForwardLightUniformParameters) |
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| FComputeLightGridOutput | PrepareForwardLightData (FRDGBuilder &GraphBuilder, bool bCullLightsToGrid, const FSortedLightSetSceneInfo &SortedLightSet) |
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| bool | CheckForLightFunction (const FLightSceneInfo *LightSceneInfo) const |
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| void | SetupSceneReflectionCaptureBuffer (FRHICommandListImmediate &RHICmdList) |
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| void | RenderVelocities (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > InViews, const FSceneTextures &SceneTextures, EVelocityPass VelocityPass, bool bForceVelocity, bool bBindRenderTarget=true) |
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| void | RenderMeshDistanceFieldVisualization (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures) |
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| void | CheckShadowDepthRenderCompleted () const |
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| virtual void | ComputeLightVisibility () |
| |
Used as the scope for scene rendering functions. It is initialized in the game thread by FSceneViewFamily::BeginRender, and then passed to the rendering thread. The rendering thread calls Render(), and deletes the scene renderer when it returns.