// Copyright Epic Games, Inc. All Rights Reserved. #include "SceneRendering.h" #include "RenderCore.h" #include "TranslucentRendering.h" void FMobileSceneRenderer::RenderTranslucency(FRHICommandList& RHICmdList, const FViewInfo& View) { const bool bShouldRenderTranslucency = ShouldRenderTranslucency(StandardTranslucencyPass) && ViewFamily.EngineShowFlags.Translucency; if (bShouldRenderTranslucency) { CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderTranslucency); SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime); SCOPED_DRAW_EVENT(RHICmdList, Translucency); SCOPED_GPU_STAT(RHICmdList, Translucency); RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f); View.ParallelMeshDrawCommandPasses[StandardTranslucencyMeshPass].DispatchDraw(nullptr, RHICmdList, &TranslucencyInstanceCullingDrawParams); } }