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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/SceneTextureReductions.h
christopher waters d26b2c339c Removing more header includes of ScenePrivate.h. Also cleaning up other includes alongside this.
#preflight 63b4f63e717a593ee714bfae

[CL 23580147 by christopher waters in ue5-main branch]
2023-01-04 15:45:44 -05:00

42 lines
1.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "PixelFormat.h"
#include "RenderGraphFwd.h"
#include "RHIFwd.h"
struct FBuildHZBAsyncComputeParams
{
FRDGPassRef Prerequisite = nullptr;
};
static constexpr EPixelFormat BuildHZBDefaultPixelFormat = PF_R16F;
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 = BuildHZBDefaultPixelFormat,
const FBuildHZBAsyncComputeParams* AsyncComputeParams = nullptr);
// 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 = BuildHZBDefaultPixelFormat,
const FBuildHZBAsyncComputeParams* AsyncComputeParams = nullptr);