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| ENGINE_API IVirtualTexture * | CreateStreamingTextureProducer (UVirtualTexture2D *InStreamingTexture, FVTProducerDescription const &InOwnerProducerDesc, FVTProducerDescription &OutStreamingProducerDesc) |
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| ENGINE_API IVirtualTexture * | BindStreamingTextureProducer (IVirtualTexture *InProducer, IVirtualTexture *InStreamingProducer, int32 InTransitionLevel) |
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| ENGINE_API bool | IsMaterialTypeSupported (ERuntimeVirtualTextureMaterialType MaterialType) |
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| ENGINE_API bool | IsMaterialTypeSupported (ERuntimeVirtualTextureMaterialType MaterialType, EShaderPlatform InPlatform) |
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| | IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FEtcParameters, "EtcParameters") |
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| const TUniformBufferRef< FEtcParameters > & | GetEtcParametersUniformBufferRef () |
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| | IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FAstcParameters, "AstcParameters") |
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| const TUniformBufferRef< FAstcParameters > & | GetAstcParametersUniformBufferRef () |
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| bool | UseEtcProfile (EShaderPlatform ShaderPlatform) |
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| bool | UseAstcProfile (EShaderPlatform ShaderPlatform) |
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| bool | UseAstcHighProfile (EShaderPlatform ShaderPlatform) |
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| bool | UseRGBA16 (EShaderPlatform ShaderPlatform) |
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| | IMPLEMENT_STATIC_UNIFORM_BUFFER_STRUCT (FRuntimeVirtualTexturePassParameters, "RuntimeVirtualTexturePassParameters", DeferredDecals) |
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| | IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE (FMaterialPolicy_BaseColor, BaseColor) |
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| | IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE (FMaterialPolicy_BaseColorNormalRoughness, BaseColorNormalRoughness) |
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| | IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE (FMaterialPolicy_BaseColorNormalSpecular, BaseColorNormalSpecular) |
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| | IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE (FMaterialPolicy_Mask4, Mask4) |
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| | IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE (FMaterialPolicy_WorldHeight, WorldHeight) |
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| | IMPLEMENT_VIRTUALTEXTURE_SHADER_TYPE (FMaterialPolicy_Displacement, Displacement) |
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| FMeshPassProcessor * | CreateRuntimeVirtualTexturePassProcessor (ERHIFeatureLevel::Type FeatureLevel, const FScene *Scene, const FSceneView *InViewIfDynamicMeshCommand, FMeshPassDrawListContext *InDrawListContext) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (VirtualTexturePass, CreateRuntimeVirtualTexturePassProcessor, EShadingPath::Deferred, EMeshPass::VirtualTexture, EMeshPassFlags::CachedMeshCommands) |
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| | REGISTER_MESHPASSPROCESSOR_AND_PSOCOLLECTOR (VirtualTexturePassMobile, CreateRuntimeVirtualTexturePassProcessor, EShadingPath::Mobile, EMeshPass::VirtualTexture, EMeshPassFlags::CachedMeshCommands) |
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| void | GatherMeshesToDraw (FDynamicPassMeshDrawListContext *DynamicMeshPassContext, FRDGBuilder &GraphBuilder, FScene *Scene, FViewInfo *View, ERuntimeVirtualTextureMaterialType MaterialType, int32 RuntimeVirtualTextureId, uint8 vLevel, uint8 MaxLevel, bool bAllowCachedMeshDrawCommands) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorCS"), SF_Compute) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalSpecularCS"), SF_Compute) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Roughness >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalRoughnessCS"), SF_Compute) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalSpecularYCoCgCS"), SF_Compute) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressBaseColorNormalSpecularMaskYCoCgCS"), SF_Compute) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::Mask4 >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressMask4CS"), SF_Compute) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCompress_CS< ERuntimeVirtualTextureMaterialType::Displacement >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CompressDisplacementCS"), SF_Compute) |
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| template<ERuntimeVirtualTextureMaterialType MaterialType> |
| void | AddCompressPass (FRDGBuilder &GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCompress::FParameters *Parameters, FIntVector GroupCount, bool bDirectAliasing) |
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| void | AddCompressPass (FRDGBuilder &GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCompress::FParameters *Parameters, FIntPoint TextureSize, int32 NumSlices, ERuntimeVirtualTextureMaterialType MaterialType, bool bDirectAliasing) |
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| | IMPLEMENT_SHADER_TYPE (, FShader_VirtualTextureCopy_VS, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyVS"), SF_Vertex) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorPS"), SF_Pixel) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorNormalSpecularPS"), SF_Pixel) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorNormalSpecularYCoCgPS"), SF_Pixel) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::BaseColor_Normal_Specular_Mask_YCoCg >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyBaseColorNormalSpecularMaskYCoCgPS"), SF_Pixel) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::Mask4 >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyMask4PS"), SF_Pixel) |
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| | IMPLEMENT_SHADER_TYPE (template<>, FShader_VirtualTextureCopy_PS< ERuntimeVirtualTextureMaterialType::WorldHeight >, TEXT("/Engine/Private/VirtualTextureCompress.usf"), TEXT("CopyWorldHeightPS"), SF_Pixel) |
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| template<ERuntimeVirtualTextureMaterialType MaterialType> |
| void | AddCopyPass (FRDGBuilder &GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCopy::FParameters *Parameters, FIntPoint TextureSize) |
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| void | AddCopyPass (FRDGBuilder &GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCopy::FParameters *Parameters, FIntPoint TextureSize, ERuntimeVirtualTextureMaterialType MaterialType) |
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| void | AddCopyThumbnailPass (FRDGBuilder &GraphBuilder, ERHIFeatureLevel::Type FeatureLevel, FShader_VirtualTextureCopy::FParameters *Parameters, FIntPoint TextureSize, ERuntimeVirtualTextureMaterialType MaterialType) |
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| void | MeshPassPrologue (FRHICommandList &RHICmdList, FIntRect const &InViewRect, int32 InPageIndex, EShaderPlatform InShaderPlatform) |
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| FLinearColor | GetDebugMipLevelColor (bool bInAllowMipDebug, uint32 InLevel, uint32 InTileAndBorderSize) |
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| void | RenderPage (FRDGBuilder &GraphBuilder, FBatchRenderContext const &BatchRenderContext, int32 PageIndex) |
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| void | CopyPage (FRDGBuilder &GraphBuilder, FBatchRenderContext const &BatchRenderContext, int32 PageIndex) |
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| void | CompressPages (FRDGBuilder &GraphBuilder, FBatchRenderContext const &BatchRenderContext) |
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| void | CopyPagesToOutput (FRDGBuilder &GraphBuilder, FBatchRenderContext const &BatchRenderContext) |
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| bool | IsSceneReadyToRender (FSceneInterface *Scene) |
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| FBatchRenderContext const * | InitPageBatch (FRDGBuilder &GraphBuilder, FRenderPageBatchDesc const &InDesc) |
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| void | RenderPageBatch (FRDGBuilder &GraphBuilder, FBatchRenderContext const &InContext) |
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| void | FinalizePageBatch (FRDGBuilder &GraphBuilder, FBatchRenderContext const &InContext) |
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| void | RenderPages (FRDGBuilder &GraphBuilder, FRenderPageBatchDesc const &InDesc) |
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| uint32 | GetRuntimeVirtualTextureSceneIndex_GameThread (URuntimeVirtualTextureComponent *InComponent) |
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| void | RenderPagesStandAlone (FRDGBuilder &GraphBuilder, FRenderPageBatchDesc const &InDesc) |
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Maximum number of texture layers we will have in a runtime virtual texture. Increase if we add a ERuntimeVirtualTextureMaterialType with more layers.