Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessing.h
Arciel Rekman 700c39e0e7 Fix VSM debug view being the same for the right eye.
#rb Andrew.Lauritzen
#review @Andrew.Lauritzen, @Robert.Srinivasiah, @Jules.Blok
#jira none
#preflight 625642c45f20a0a34d8fbaf7

[CL 19734289 by Arciel Rekman in ue5-main branch]
2022-04-12 23:44:41 -04:00

75 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
#include "TranslucentRendering.h"
#include "SystemTextures.h"
#include "ScenePrivate.h"
class FSceneTextureParameters;
class FVirtualShadowMapArray;
namespace Nanite
{
struct FRasterResults;
}
// Returns whether the full post process pipeline is enabled. Otherwise, the minimal set of operations are performed.
bool IsPostProcessingEnabled(const FViewInfo& View);
// Returns whether the post process pipeline supports using compute passes.
bool IsPostProcessingWithComputeEnabled(ERHIFeatureLevel::Type FeatureLevel);
// Returns whether the post process pipeline supports propagating the alpha channel.
bool IsPostProcessingWithAlphaChannelSupported();
using FPostProcessVS = FScreenPassVS;
struct FPostProcessingInputs
{
TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextures = nullptr;
FRDGTextureRef ViewFamilyTexture = nullptr;
FRDGTextureRef CustomDepthTexture = nullptr;
FTranslucencyViewResourcesMap TranslucencyViewResourcesMap;
void Validate() const
{
check(SceneTextures);
check(ViewFamilyTexture);
check(TranslucencyViewResourcesMap.IsValid());
}
};
void AddPostProcessingPasses(
FRDGBuilder& GraphBuilder,
const FViewInfo& View, int32 ViewIndex,
bool bAnyLumenActive,
const FPostProcessingInputs& Inputs,
const Nanite::FRasterResults* NaniteRasterResults,
FInstanceCullingManager& InstanceCullingManager,
FVirtualShadowMapArray* VirtualShadowMapArray,
struct FLumenSceneFrameTemporaries& LumenFrameTemporaries);
void AddDebugViewPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const Nanite::FRasterResults* NaniteRasterResults);
void AddVisualizeCalibrationMaterialPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const UMaterialInterface* InMaterialInterface);
struct FMobilePostProcessingInputs
{
TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> SceneTextures = nullptr;
FRDGTextureRef ViewFamilyTexture = nullptr;
void Validate() const
{
check(ViewFamilyTexture);
check(SceneTextures);
}
};
void AddMobilePostProcessingPasses(FRDGBuilder& GraphBuilder, FScene* Scene, const FViewInfo& View, const FMobilePostProcessingInputs& Inputs, FInstanceCullingManager& InstanceCullingManager);
void AddBasicPostProcessPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View);
FRDGTextureRef AddProcessPlanarReflectionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SceneColorTexture);