UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FMinimalSceneTextures Struct Reference

#include <SceneTextures.h>

+ Inheritance diagram for FMinimalSceneTextures:

Public Member Functions

RENDERER_API FSceneTextureShaderParameters GetSceneTextureShaderParameters (ERHIFeatureLevel::Type FeatureLevel) const
 
FRDGTextureRef FindOrAddUserSceneTexture (FRDGBuilder &GraphBuilder, int32 ViewIndex, FName Name, FIntPoint ResolutionDivisor, bool &bOutFirstRender, const UMaterialInterface *MaterialInterface, const FIntRect &OutputRect) const
 
FScreenPassTextureSlice GetUserSceneTexture (FRDGBuilder &GraphBuilder, const FViewInfo &View, int32 ViewIndex, FName Name, const UMaterialInterface *MaterialInterface) const
 
FIntPoint GetUserSceneTextureDivisor (FName Name) const
 
const FTransientUserSceneTextureFindUserSceneTextureByEvent (const FUserSceneTextureEventData &Event) const
 

Static Public Member Functions

static RENDERER_API void InitializeViewFamily (FRDGBuilder &GraphBuilder, FViewFamilyInfo &ViewFamily)
 

Public Attributes

const FViewFamilyInfoOwner = nullptr
 
bool bIsSceneTexturesInitialized = false
 
FSceneTexturesConfig Config
 
TRDGUniformBufferRef< FSceneTextureUniformParametersUniformBuffer {}
 
TRDGUniformBufferRef< FMobileSceneTextureUniformParametersMobileUniformBuffer {}
 
ESceneTextureSetupMode SetupMode = ESceneTextureSetupMode::None
 
EMobileSceneTextureSetupMode MobileSetupMode = EMobileSceneTextureSetupMode::None
 
FRDGTextureMSAA Color {}
 
FRDGTextureMSAA Depth {}
 
FRDGTextureSRVRef Stencil {}
 
FRDGTextureMSAA PartialDepth {}
 
FCustomDepthTextures CustomDepth {}
 
TMap< FName, TArray< FTransientUserSceneTexture > > UserSceneTextures
 
TArray< FUserSceneTextureEventDataUserSceneTextureEvents
 

Detailed Description

RDG struct containing the minimal set of scene textures common across all rendering configurations.

Member Function Documentation

◆ FindOrAddUserSceneTexture()

FRDGTextureRef FMinimalSceneTextures::FindOrAddUserSceneTexture ( FRDGBuilder GraphBuilder,
int32  ViewIndex,
FName  Name,
FIntPoint  ResolutionDivisor,
bool bOutFirstRender,
const UMaterialInterface MaterialInterface,
const FIntRect OutputRect 
) const

◆ FindUserSceneTextureByEvent()

const FTransientUserSceneTexture * FMinimalSceneTextures::FindUserSceneTextureByEvent ( const FUserSceneTextureEventData Event) const

◆ GetSceneTextureShaderParameters()

FSceneTextureShaderParameters FMinimalSceneTextures::GetSceneTextureShaderParameters ( ERHIFeatureLevel::Type  FeatureLevel) const

◆ GetUserSceneTexture()

FScreenPassTextureSlice FMinimalSceneTextures::GetUserSceneTexture ( FRDGBuilder GraphBuilder,
const FViewInfo View,
int32  ViewIndex,
FName  Name,
const UMaterialInterface MaterialInterface 
) const

◆ GetUserSceneTextureDivisor()

FIntPoint FMinimalSceneTextures::GetUserSceneTextureDivisor ( FName  Name) const

◆ InitializeViewFamily()

void FMinimalSceneTextures::InitializeViewFamily ( FRDGBuilder GraphBuilder,
FViewFamilyInfo ViewFamily 
)
static

Member Data Documentation

◆ bIsSceneTexturesInitialized

bool FMinimalSceneTextures::bIsSceneTexturesInitialized = false

◆ Color

FRDGTextureMSAA FMinimalSceneTextures::Color {}

◆ Config

FSceneTexturesConfig FMinimalSceneTextures::Config

◆ CustomDepth

FCustomDepthTextures FMinimalSceneTextures::CustomDepth {}

◆ Depth

FRDGTextureMSAA FMinimalSceneTextures::Depth {}

◆ MobileSetupMode

EMobileSceneTextureSetupMode FMinimalSceneTextures::MobileSetupMode = EMobileSceneTextureSetupMode::None

◆ MobileUniformBuffer

TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> FMinimalSceneTextures::MobileUniformBuffer {}

◆ Owner

const FViewFamilyInfo* FMinimalSceneTextures::Owner = nullptr

◆ PartialDepth

FRDGTextureMSAA FMinimalSceneTextures::PartialDepth {}

◆ SetupMode

ESceneTextureSetupMode FMinimalSceneTextures::SetupMode = ESceneTextureSetupMode::None

◆ Stencil

FRDGTextureSRVRef FMinimalSceneTextures::Stencil {}

◆ UniformBuffer

TRDGUniformBufferRef<FSceneTextureUniformParameters> FMinimalSceneTextures::UniformBuffer {}

◆ UserSceneTextureEvents

TArray<FUserSceneTextureEventData> FMinimalSceneTextures::UserSceneTextureEvents
mutable

◆ UserSceneTextures

TMap<FName, TArray<FTransientUserSceneTexture> > FMinimalSceneTextures::UserSceneTextures
mutable

The documentation for this struct was generated from the following files: