Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/SceneTextureReductions.h
andrew lauritzen b3d0079200 Better naming for different HZBs.
Clean up VSM HZB by moving to previous frame data and removing redundantly exported previous frame page table.
For view contexts with VSM caching "show flag" disabled, also disable HZB so we aren't leaking HZB references out of these graphs either.

#rb graham.wihlidal
[FYI] brian.karis

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15826082 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)
#ROBOMERGE-CONFLICT from-shelf

[CL 15833868 by andrew lauritzen in ue5-main branch]
2021-03-25 18:19:54 -04:00

33 lines
875 B
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScenePrivate.h"
#include "RenderGraph.h"
#include "SceneTextureParameters.h"
void BuildHZB(
FRDGBuilder& GraphBuilder,
FRDGTextureRef SceneDepth,
FRDGTextureRef VisBufferTexture,
const FIntRect ViewRect,
ERHIFeatureLevel::Type FeatureLevel,
EShaderPlatform ShaderPlatform,
const TCHAR* ClosestHZBName,
FRDGTextureRef* OutClosestHZBTexture,
const TCHAR* FurthestHZBName,
FRDGTextureRef* OutFurthestHZBTexture,
EPixelFormat Format = PF_R16F);
// Build only the furthest HZB
void BuildHZBFurthest(
FRDGBuilder& GraphBuilder,
FRDGTextureRef SceneDepth,
FRDGTextureRef VisBufferTexture,
const FIntRect ViewRect,
ERHIFeatureLevel::Type FeatureLevel,
EShaderPlatform ShaderPlatform,
const TCHAR* FurthestHZBName,
FRDGTextureRef* OutFurthestHZBTexture,
EPixelFormat Format = PF_R16F);