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

#include <SceneTexturesConfig.h>

Public Member Functions

 FSceneTexturesConfig ()
 
ENGINE_API void Init (const FSceneTexturesConfigInitSettings &InitSettings)
 
ENGINE_API void BuildSceneColorAndDepthFlags ()
 
ENGINE_API uint32 GetGBufferRenderTargetsInfo (FGraphicsPipelineRenderTargetsInfo &RenderTargetsInfo, EGBufferLayout Layout=GBL_Default) const
 
ENGINE_API void SetupMobileGBufferFlags (bool bRequiresMultiPass)
 
bool IsValid () const
 

Static Public Member Functions

static void Set (const FSceneTexturesConfig &Config)
 
static const FSceneTexturesConfigGet ()
 
static ENGINE_API uint32 GetEditorPrimitiveNumSamples (ERHIFeatureLevel::Type FeatureLevel)
 

Public Attributes

ESceneTextureExtracts Extracts = ESceneTextureExtracts::All
 
EShadingPath ShadingPath = EShadingPath::Num
 
ERHIFeatureLevel::Type FeatureLevel = ERHIFeatureLevel::SM5
 
EShaderPlatform ShaderPlatform = SP_PCD3D_SM5
 
FIntPoint Extent = FIntPoint::ZeroValue
 
uint32 SmallDepthDownsampleFactor = 2
 
uint32 NumSamples = 1
 
uint32 EditorPrimitiveNumSamples = 1
 
EPixelFormat ColorFormat = PF_Unknown
 
ETextureCreateFlags ColorCreateFlags = ETextureCreateFlags::None
 
ETextureCreateFlags DepthCreateFlags = ETextureCreateFlags::None
 
ETextureCreateFlags ExtraSceneColorCreateFlags = ETextureCreateFlags::None
 
ETextureCreateFlags ExtraSceneDepthCreateFlags = ETextureCreateFlags::None
 
FClearValueBinding ColorClearValue = FClearValueBinding::Black
 
FClearValueBinding DepthClearValue = FClearValueBinding::DepthFar
 
FGBufferParams GBufferParams [GBL_Num]
 
FGBufferBindings GBufferBindings [GBL_Num]
 
uint32 bRequireMultiView: 1
 
uint32 bIsUsingGBuffers: 1
 
uint32 bKeepDepthContent: 1
 
uint32 bRequiresDepthAux: 1
 
uint32 bPreciseDepthAux: 1
 
uint32 bCustomResolveSubpass: 1
 
uint32 bSamplesCustomStencil: 1
 
uint32 bMemorylessMSAA: 1
 
uint32 bSupportsXRTargetManagerDepthAlloc: 1
 
bool bRequiresAlphaChannel = false
 
uint32 MobileMultiViewRenderTargetNumLayers = 2
 

Detailed Description

Struct containing the scene texture configuration used to create scene textures. Use InitializeViewFamily to initialize the SceneTexturesConfig structure in the FViewFamilyInfo. A global singleton instance is maintained manually with static Set / Get functions, but will soon be deprecated, in preference of using the structure from the FViewFamilyInfo.

Constructor & Destructor Documentation

◆ FSceneTexturesConfig()

FSceneTexturesConfig::FSceneTexturesConfig ( )
inline

Member Function Documentation

◆ BuildSceneColorAndDepthFlags()

void FSceneTexturesConfig::BuildSceneColorAndDepthFlags ( )

◆ Get()

static const FSceneTexturesConfig & FSceneTexturesConfig::Get ( )
inlinestatic

◆ GetEditorPrimitiveNumSamples()

uint32 FSceneTexturesConfig::GetEditorPrimitiveNumSamples ( ERHIFeatureLevel::Type  FeatureLevel)
static

◆ GetGBufferRenderTargetsInfo()

uint32 FSceneTexturesConfig::GetGBufferRenderTargetsInfo ( FGraphicsPipelineRenderTargetsInfo RenderTargetsInfo,
EGBufferLayout  Layout = GBL_Default 
) const

◆ Init()

void FSceneTexturesConfig::Init ( const FSceneTexturesConfigInitSettings InitSettings)

◆ IsValid()

bool FSceneTexturesConfig::IsValid ( ) const
inline

◆ Set()

static void FSceneTexturesConfig::Set ( const FSceneTexturesConfig Config)
inlinestatic

◆ SetupMobileGBufferFlags()

void FSceneTexturesConfig::SetupMobileGBufferFlags ( bool  bRequiresMultiPass)

Member Data Documentation

◆ bCustomResolveSubpass

uint32 FSceneTexturesConfig::bCustomResolveSubpass

◆ bIsUsingGBuffers

uint32 FSceneTexturesConfig::bIsUsingGBuffers

◆ bKeepDepthContent

uint32 FSceneTexturesConfig::bKeepDepthContent

◆ bMemorylessMSAA

uint32 FSceneTexturesConfig::bMemorylessMSAA

◆ bPreciseDepthAux

uint32 FSceneTexturesConfig::bPreciseDepthAux

◆ bRequireMultiView

uint32 FSceneTexturesConfig::bRequireMultiView

◆ bRequiresAlphaChannel

bool FSceneTexturesConfig::bRequiresAlphaChannel = false

◆ bRequiresDepthAux

uint32 FSceneTexturesConfig::bRequiresDepthAux

◆ bSamplesCustomStencil

uint32 FSceneTexturesConfig::bSamplesCustomStencil

◆ bSupportsXRTargetManagerDepthAlloc

uint32 FSceneTexturesConfig::bSupportsXRTargetManagerDepthAlloc

◆ ColorClearValue

FClearValueBinding FSceneTexturesConfig::ColorClearValue = FClearValueBinding::Black

◆ ColorCreateFlags

ETextureCreateFlags FSceneTexturesConfig::ColorCreateFlags = ETextureCreateFlags::None

◆ ColorFormat

EPixelFormat FSceneTexturesConfig::ColorFormat = PF_Unknown

◆ DepthClearValue

FClearValueBinding FSceneTexturesConfig::DepthClearValue = FClearValueBinding::DepthFar

◆ DepthCreateFlags

ETextureCreateFlags FSceneTexturesConfig::DepthCreateFlags = ETextureCreateFlags::None

◆ EditorPrimitiveNumSamples

uint32 FSceneTexturesConfig::EditorPrimitiveNumSamples = 1

◆ Extent

FIntPoint FSceneTexturesConfig::Extent = FIntPoint::ZeroValue

◆ Extracts

ESceneTextureExtracts FSceneTexturesConfig::Extracts = ESceneTextureExtracts::All

◆ ExtraSceneColorCreateFlags

ETextureCreateFlags FSceneTexturesConfig::ExtraSceneColorCreateFlags = ETextureCreateFlags::None

◆ ExtraSceneDepthCreateFlags

ETextureCreateFlags FSceneTexturesConfig::ExtraSceneDepthCreateFlags = ETextureCreateFlags::None

◆ FeatureLevel

ERHIFeatureLevel::Type FSceneTexturesConfig::FeatureLevel = ERHIFeatureLevel::SM5

◆ GBufferBindings

FGBufferBindings FSceneTexturesConfig::GBufferBindings[GBL_Num]

◆ GBufferParams

FGBufferParams FSceneTexturesConfig::GBufferParams[GBL_Num]

◆ MobileMultiViewRenderTargetNumLayers

uint32 FSceneTexturesConfig::MobileMultiViewRenderTargetNumLayers = 2

◆ NumSamples

uint32 FSceneTexturesConfig::NumSamples = 1

◆ ShaderPlatform

EShaderPlatform FSceneTexturesConfig::ShaderPlatform = SP_PCD3D_SM5

◆ ShadingPath

EShadingPath FSceneTexturesConfig::ShadingPath = EShadingPath::Num

◆ SmallDepthDownsampleFactor

uint32 FSceneTexturesConfig::SmallDepthDownsampleFactor = 2

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