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#rb Andrew.Lauritzen #review @Andrew.Lauritzen, @Robert.Srinivasiah, @Jules.Blok #jira none #preflight 625642c45f20a0a34d8fbaf7 [CL 19734289 by Arciel Rekman in ue5-main branch]
75 lines
2.5 KiB
C++
75 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ScreenPass.h"
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#include "TranslucentRendering.h"
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#include "SystemTextures.h"
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#include "ScenePrivate.h"
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class FSceneTextureParameters;
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class FVirtualShadowMapArray;
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namespace Nanite
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{
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struct FRasterResults;
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}
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// Returns whether the full post process pipeline is enabled. Otherwise, the minimal set of operations are performed.
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bool IsPostProcessingEnabled(const FViewInfo& View);
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// Returns whether the post process pipeline supports using compute passes.
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bool IsPostProcessingWithComputeEnabled(ERHIFeatureLevel::Type FeatureLevel);
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// Returns whether the post process pipeline supports propagating the alpha channel.
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bool IsPostProcessingWithAlphaChannelSupported();
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using FPostProcessVS = FScreenPassVS;
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struct FPostProcessingInputs
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{
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TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextures = nullptr;
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FRDGTextureRef ViewFamilyTexture = nullptr;
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FRDGTextureRef CustomDepthTexture = nullptr;
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FTranslucencyViewResourcesMap TranslucencyViewResourcesMap;
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void Validate() const
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{
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check(SceneTextures);
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check(ViewFamilyTexture);
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check(TranslucencyViewResourcesMap.IsValid());
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}
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};
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void AddPostProcessingPasses(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View, int32 ViewIndex,
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bool bAnyLumenActive,
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const FPostProcessingInputs& Inputs,
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const Nanite::FRasterResults* NaniteRasterResults,
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FInstanceCullingManager& InstanceCullingManager,
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FVirtualShadowMapArray* VirtualShadowMapArray,
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struct FLumenSceneFrameTemporaries& LumenFrameTemporaries);
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void AddDebugViewPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const Nanite::FRasterResults* NaniteRasterResults);
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void AddVisualizeCalibrationMaterialPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const UMaterialInterface* InMaterialInterface);
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struct FMobilePostProcessingInputs
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{
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TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> SceneTextures = nullptr;
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FRDGTextureRef ViewFamilyTexture = nullptr;
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void Validate() const
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{
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check(ViewFamilyTexture);
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check(SceneTextures);
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}
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};
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void AddMobilePostProcessingPasses(FRDGBuilder& GraphBuilder, FScene* Scene, const FViewInfo& View, const FMobilePostProcessingInputs& Inputs, FInstanceCullingManager& InstanceCullingManager);
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void AddBasicPostProcessPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View);
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FRDGTextureRef AddProcessPlanarReflectionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SceneColorTexture);
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