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| | FVirtualShadowMapArray (FScene &InScene) |
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| | ~FVirtualShadowMapArray () |
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| void | Initialize (FRDGBuilder &GraphBuilder, FVirtualShadowMapArrayCacheManager *InCacheManager, bool bInEnabled, const FEngineShowFlags &EngineShowFlags) |
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| bool | IsEnabled () const |
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| int32 | AllocateDirectional (int32 Count) |
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| int32 | AllocateLocal (bool bSinglePageShadowMap, int32 Count) |
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| int32 | AllocateUnreferenced (bool bSinglePageShadowMap, int32 Count) |
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| void | UpdateNextData (int32 PrevVirtualShadowMapId, const FNextVirtualShadowMapData &Data) |
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| bool | IsDirectional (int32 VirtualShadowMapId) |
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| int32 | GetNumShadowMapSlots () const |
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| int32 | GetNumFullShadowMaps () const |
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| int32 | GetNumSinglePageShadowMaps () const |
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| int32 | GetNumShadowMaps () const |
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| FIntPoint | GetPhysicalPoolSize () const |
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| FIntPoint | GetHZBPhysicalPoolSize () const |
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| uint32 | GetMaxPhysicalPages () const |
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| uint32 | GetTotalAllocatedPhysicalPages () const |
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| EPixelFormat | GetPackedShadowMaskFormat () const |
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| void | UpdatePhysicalPageAddresses (FRDGBuilder &GraphBuilder) |
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| void | BeginMarkPages (FRDGBuilder &GraphBuilder, const FSceneRenderer &SceneRenderer, const FSingleLayerWaterPrePassResult *SingleLayerWaterPrePassResult, const FFrontLayerTranslucencyData &FrontLayerTranslucencyData, const Froxel::FRenderer &FroxelRenderer, bool bAnyLocalLightsWithVSMs) |
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| void | BuildPageAllocations (FRDGBuilder &GraphBuilder, const FMinimalSceneTextures &SceneTextures, const TConstArrayView< FViewInfo > &Views) |
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| bool | IsAllocated () const |
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| bool | ShouldCacheStaticSeparately () const |
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| bool | HasSeparateDynamicHZB () const |
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| void | CreateMipViews (TArray< Nanite::FPackedView, SceneRenderingAllocator > &Views) const |
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| void | RenderVirtualShadowMapsNanite (FRDGBuilder &GraphBuilder, FSceneRenderer &SceneRenderer, bool bUpdateNaniteStreaming, const FNaniteVisibilityQuery *VisibilityQuery, TConstArrayView< FNaniteVirtualShadowMapRenderPass > VirtualShadowMapPasses) |
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| void | RenderVirtualShadowMapsNonNanite (FRDGBuilder &GraphBuilder, FSceneUniformBuffer &SceneUniformBuffer, const TArray< FProjectedShadowInfo *, SceneRenderingAllocator > &VirtualSmMeshCommandPasses, TArrayView< FViewInfo > Views) |
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| void | PostRender (FRDGBuilder &GraphBuilder) |
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| void | RenderDebugInfo (FRDGBuilder &GraphBuilder, TArrayView< FViewInfo > Views) |
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| bool | ShouldGenerateStats () const |
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| bool | IsCsvLogEnabled () const |
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| void | LogStats (FRDGBuilder &GraphBuilder, const FViewInfo &View) |
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| FVirtualShadowMapSamplingParameters | GetSamplingParameters (FRDGBuilder &GraphBuilder, int32 ViewIndex) const |
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| FVirtualShadowMapMarkingParameters | GetMarkingParameters (FRDGBuilder &GraphBuilder, int32 ViewIndex) const |
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| TRDGUniformBufferRef< FVirtualShadowMapUniformParameters > | GetUniformBuffer (int32 ViewIndex) const |
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| bool | HasAnyShadowData () const |
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| bool | ShouldCullBackfacingPixels () const |
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| void | UpdateHZB (FRDGBuilder &GraphBuilder) |
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| void | AddRenderViews (const FProjectedShadowInfo *ProjectedShadowInfo, TConstArrayView< FViewInfo > Views, float LODScaleFactor, bool bSetHzbParams, bool bUpdateHZBMetaData, TArray< Nanite::FPackedView, SceneRenderingAllocator > &OutVirtualShadowViews) const |
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| bool | IsVisualizePassEnabled (const FViewInfo &View, int32 ViewIndex, EVSMVisualizationPostPass Pass) const |
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| FScreenPassTexture | AddVisualizePass (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, EVSMVisualizationPostPass Pass, FSceneUniformBuffer &SceneUniformBuffer, FScreenPassTexture &SceneColor, const FScreenPassTexture &SceneDepth, FScreenPassRenderTarget &Output) |
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| void | RenderShadowCasterBounds (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, FSceneUniformBuffer &SceneUniformBuffer, const FIntRect &ViewRect, FRDGTextureRef OutputColor, FRDGTextureRef OutputDepth, FRDGTextureRef SceneDepth) |
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| bool | UseHzbOcclusion () const |
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